application in the traditional learning paradigm. Currently, researchers have established
that AR- and VR-technologies can be helpful in implementing STEM education principles
(Tsekhmister, Kotyk, Matviienko, Rudenko & Ilchuk, 2021). At the same time, they serve
as additional material for solving applied and visual learning tasks. For a broader
treatment of the presented topic, it was decided to take this category into account when
collecting empirical material.
The research developments indicate significant changes in teachers' self-perception of
their own digital literacy, which reflects the social transformations of recent years. For
example, students rate their own instrumental abilities quite highly, while at the same time
they rate the critical processing of information arrays offered by the ICT environment quite
low. The issue of the moral and reflective components of this process also remains open.
Pedagogical workers are faced with the task of mastering the students' skills in
transferring their own skills of interaction with the digital environment to the learning space
(Toma, Diaconu & Popescu, 2021). Thus, the problem of systemic transformation
accompanying the gamification of the educational process is also relevant. The
introduction of game mechanics requires substantive justification of their use in the
system of higher education, which is limited to STEM-education modeling and is not
presented in the scientific discourse of Ukrainian space (Järvis, Tambovceva & Virovere,
2021). Nevertheless, it should be noted that gamification so far has an additional meaning
in relation to the educational model of modernity (Prokopenko, 2021). At this stage of the
development of educational traditions, the digital resource does not act as a full-fledged
replacement but serves more as a space to maintain the proper level of quality of
educational services provided in crisis conditions. Thus, we remain within the
methodological dilemma, since the situation of wide implementation of the latest
educational technologies makes it impossible to develop a full-fledged model of this
process in time, while the applied dimension of this problem is realized and provides the
functionality of education in the world. The continuation of research activities in this
direction will likely contribute to solving the existing problems of digitalization of education
and the search for new tools to improve the educational process, in which most countries
exist. Deepening the process of gamification, in particular, in our opinion, allows us to
form a new vision of the integrated application of innovative technologies (Monroy García,
Llamas-Salguero, Fernández-Sánchez & Carrión del Campo, 2020).
3. Methodology
The presented research work is based on the method of formative experiment. A program
of professional and pedagogical training for future higher education students was
developed, which corresponds to the basic principles identified in the literature review. A
short-term program was chosen, designed to be delivered in weekly three-day intensives
over a period of one month. Each intensive, lasting an average of 5 hours, includes a
separate theoretical block for students to work through, presented in different didactic
techniques. In particular, the general program includes separate game mechanics,
augmented environment technologies, and game-based learning environment. The
program involves 425 high school students who are planning to enter higher education