“…Psychological and social peculiarities of virtual and augmented reality implementation and their potential for enriching students' learning experience investigate in particular Makransky and Petersen [22], while highlighting the affective and cognitive paths that obviously contribute to increasing quantitative learning outcomes. 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].…”