The article considers the phenomenon of gamification as the basis for organizing the educational process, including motivation and regulating behavior of participants of gaming activities. The author presents the functions and principles of gamification, world of the game as a world of custom, ritual, holiday. Attention is drawn to seven game techniques, with the help of which it is possible to effectively involve a pupil in the game process. The game is explored as the basis of the project “Conversations about important things”, as the world of students’ relationships.