The article considers aspects of the use of gamification in education as a factor in the formation of professional competencies. In the context of learning, gamification is understood as a certain technology associated with the introduction of game components into the educational process based on the use of algorithms that were previously used in various computer gaming programs. Such trends in educational practice, in the context of the use of gamification, as the systematization of practical experience in the use of gamification and the development of its theoretical and methodological foundations are highlighted; the focus on achieving certain educational results is the formation of professional competencies within the framework of educational activities; the use of gamification in teaching various disciplines of the curriculum: foreign languages, engineering specialties, in inclusive educational practice, in management, in marketing, etc. In the context of digital transformation of education, the implementation of gamification forms the necessary motivation for educational activities, expands the boundaries of professional and personal development for all subjects of educational activity. Gamification allows you to implement various psychological and pedagogical techniques and methods to achieve learning goals, including the differentiation of strategic and tactical goals when completing course assignments, maintaining the necessary level of attention and concentration of students, combining various options for the complexity of tasks performed and on this basis identifying the abilities of participants to solve these tasks in a timely manner, modeling and implementing various game situations for the formation and development of certain professional competencies, etc. In the context of the development of the digital economy, globalization and informatization of educational activities, gamification optimally complements the already existing traditional training, with an emphasis on the use of game techniques in education, the involvement of gamification participants in solving collective tasks, achieving personal and group goals when completing the course in the form of a game, revealing their abilities precisely within the framework of team tasks and, thus, forming the necessary relevant professional competencies within the framework of educational activities.