The article presents some game quest-oriented approaches in education, which teachers recognize as the most promising, especially when learning foreign languages. Many experts have already paid attention to the effectiveness of using games in learning. Although games are growing in appeal across teachers and students, until recently, these approaches as a form of education have remained at the periphery of the educational process, as a supplement to the main methods. Role-playing games are the only exception as they are used both in the educational processes of schools and universities, and in professional-oriented trainings. However, under the influence of modern cultural processes and the active development of gaming technologies, "gamification" of education takes on the character of a mass phenomenon both at schools and in higher education institutions, thus, these processes cannot be ignored. In this regard, the article provides a scientific and methodological understanding of this form of education and identifies the structural features of the quest distinguishing it from other game forms. The article is addressed to teachers of Russian as a foreign language and can be used as a kind of model for conducting quests in classes both at various courses in grammar, reading, writing, listening, linguistic and cultural studies, and in students' independent educational activities.
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