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Сonceptual Models of Computer Games in the Tasks of Managing the Involvement of Students in the Learning Process

The article considers the opportunities of managing the student engagement in the study process by using gamification technologies. The elements, mechanics, gamification models and their influence on the learners’ involvement in the acquisition of new knowledge and skills are analyzed. The existing gamification models are considered. The algorithm of teacher's actions when introducing gamification technologies into the educational process is presented. The students’ preferences for gamification technologies implemented in the academic process are revealed. Their interest in such technologies is shown.