The paper is devoted to the further development of the methodology of serious games. To ensure the effectiveness of serious games is necessary to consider the problem of finding a balance between the creation of "learning fun” acquisition of learning outcomes. To achieve this balance is offered the conceptual model of use serious games and simulations in learning. In accordance with the proposed model, a serious game have to comply with the requirements, which are combined in the following groups: information technology, organization of training, gameplay, learning process.
Ключові слова: serious game, business simulation, model, educational process, gamification, learning objectives, information technology, organization of training
Model of use serious games and simulations in education: methodological approach,
Information Processing Systems,