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The authors of the article argue that at present there is an objective need to update and introduce into practice new models of career guidance and professional self-determination of children from different age groups - preschoolers, junior schoolchildren, adolescents - using modern digital resources in the process of lifelong education. The purpose of this study is to develop and experimentally test vocational guidance game mechanics in the formation of children’s digital footprint in the process of vocational guidance. The article describes the developed game mechanics in the form of a quest, which are used in the career guidance process applying gamification resources.
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Yakovleva et al. (2022) studied this question.
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