The article deals with the application of various game technologies in the educational process in the light of the need for changes in the process of organizing the learning process. The article presents the difference between gamification and the use of games themselves, as well as different approaches to understanding the term “gamification”. Examples of both variants of game technologies are given. The experience and the outcome of the application of game live-action “From chicken to credit”, allowing to simulate in the classroom the evolution of socio-economic systems from primitive society to a modern market system that is used in teaching the discipline “Economics” (“Economic theory”) when teaching students in non-economic areas of training.