FEATURES OF THE MOTIVATIONAL SPHERE OF STUDENTS WHEN USING COMPUTER GAME TECHNOLOGIES
The article is devoted to the actual topic - the motivation of students when using computer gaming technologies in education. The purpose of the article is to consider a variant of the motivational model of schoolchildren (players), tostudy and identify the influence of the type of motivation of a schoolchild (player) on the choice of elements of computer gaming technologies (plot, incentive elements, scenarios). The relevance of the problem is due to the growing interest in the use of computer gaming technologies in the educational process during the transition to distance learning and the use of the same type of gamification elements without taking into account the psychological characteristics of schoolchildren. The analysis of several existing models of gaming motivations isgiven, the psychological types of players are classified according to the degree and reasons for their involvement in the game, the taxonomy of educational content gamification is considered. The study involved 320 schoolchildren. The survey was carried out through an online form on the basis of the Quantorium Center for Additional Education (Voronezh). As a collection method, a questionnaire was used to determine the motivation of a player in online games by Nick Yi in a Russian-language adaptation, performed on the basis of I.M. Sechenov First Moscow State Medical University, storyboards reflecting the main elements of the taxonomy of gamification by A. Todа, proposed by this scientist. It was revealed that schoolchildren's priority choice of game elements is interconnected with the type of motivation.Based on the results, recommendations are proposed for personalized gamification in education, based on the assessment of the digital footprint of students, and further research directions in this area are identified.The analysis of the results obtained allows us to formulate recommendations necessary for practitioners andscientists when using computer gaming technologies in the educational process.