Introduction. The author investigates the problem of creating active learning environment on the basis of digital media and gaming platforms. The purpose of the study is to identify the characteristic features of designing digital learning environments through the use of gaming technology.
Materials and Methods. The methodology is based on the analysis and synthesis of research studies on general didactics, gamification of education, and digital technologies in education, recognized in the scientific community. Theoretical and practical methods of psychological and educational research were used. The educational experiment focused on assessing the formation of basic digital literacy competencies.
Results. The study reveals that the "quest" game technology facilitates learning and professional activities, as well as contributes to creating active learning environment .The author argues that the peculiarities of designing particular learning environments based on gaming platforms are determined by individual and age-specific characteristics of students, their interests and professional orientations, the priorities of the digital school, and the selected gamification resources.
Conclusions. The author summarizes the following characteristic features of designing digital learning environments based on the use of gaming technologies: enhancing cognitive skills, personalizing the educational process, changing teacher’s role and introducing advanced forms of education based on digital technologies.