The aim of this study is to determine the creation of communicative competencies of students with game technology. The research was conducted in the fall semester of 2021–2022; the research consists of 327 volunteer students studying at universities in Kazakhstan and continuing their education. According to the sub-objectives of the research, the use of gamification technologies by university students during the day, the time spent by university students using the Internet and the situations were focused on. In the scope of the study, descriptive statistical methods were used for the development of students' communicative competencies with the gamification technology of university students. The research is a quantitative research method and is designed according to the analysis of students' views on the formation of communicative competencies on gamification technologies. According to the results of the research, it has been concluded that communicative skills increase with game technology. In addition, according to the results of the research, it was concluded that university students use the time zone on the Internet on the spot.
Keywords: University students, gamification, communicative competence;