“…Important factors in the formation of favorable conditions for the successful implementation of higher education programs are as follows: timely improvement of the education system [5], successful implementation of personnel policy that would satisfy employees and students of HEIs [6,7], improvement of personnel training [8], conflict-free interpersonal relationships [9], teachers' motivation [10], etc. In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19].…”