Abstract
<jats:p>The article critically examines the sociocultural origins of gamification as a modern educational trend. The au-thor centers on gamification as a form of modern social practice, identifying key factors contributing to its emergence. These factors include the proliferation of digitalization, the widespread adoption of social net-works, and the advent of virtual communication in the Internet ecosystem. Furthermore, the article highlights the increasing digital and computer literacy of contemporary learners, which prompts educators to replicate famil-iar, outwardly entertaining environments with augmented reality within classroom settings. The core of the arti-cle is dedicated to elaborating on the characteristics of gamification as an educational trend. A defining attrib-ute of this trend is immersiveness, which is manifested in learners’ engagement with the scenarios of gamified practices. This approach offers opportunities for learners, through their active involvement and multisensory experiences, to compete with one another and, consequently, to receive rewards based on their performance in gaming activities, completing rounds, or advancing through levels.</jats:p>