“…Using of some common ones gamification function to promote a student-centered learning environment for personal and professional development dedicated the works of Buzko, Bonk and Tron [4], Champion [7], Haranin and Moiseienko [11], Katsko and Moiseienko [16], Pokulyta and Kolotylo [35], Shepiliev et al [38], Symonenko et al [41], Tokarieva et al [44], Tsay et al [45], Vakaliuk et al [46,47], Voloshynov et al [50], Yildirim [51], Zinovieva et al [53] etc. The conditions of application of telecommunication solutions in remote subject-information environments for acquiring competencies in the mastering of technical specialties are analyzed in detail by Barker et al [1], Calvo et al [6], Lovianova et al [21], Milani and Navimipour [23], Modlo and Semerikov [24], Modlo et al [25,26], Rashevska and Soloviev [37], Vlasenko et al [48,49]. The current state of virtualization of the educational laboratory in the field of science, technology and technology is summarized with recommendations and outlining the prospects for further development in the works of Bondarenko, Pakhomova and Lewoniewski [2], Bondarenko, Pakhomova and Zaselskiy [3], de Hei et al [12], Kiv et al [17], Lavrentieva et al [20], Nechypurenko and Soloviev [30], Nechypurenko et al [28], Nechypurenko, Selivanova and Chernova [29], Nechypurenko et al [31], Pererva et al [34], Potkonjak et al [36], Syvyi et al [42], Tarasenko et al…”