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<article article-type="research-article" dtd-version="1.2" xml:lang="ru" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><front><journal-meta><journal-id journal-id-type="issn">2518-1092</journal-id><journal-title-group><journal-title>Research result. Information technologies</journal-title></journal-title-group><issn pub-type="epub">2518-1092</issn></journal-meta><article-meta><article-id pub-id-type="doi">10.18413/2518-1092-2022-8-2-0-3</article-id><article-id pub-id-type="publisher-id">3143</article-id><article-categories><subj-group subj-group-type="heading"><subject>INFORMATION SYSTEM AND TECHNOLOGIES</subject></subj-group></article-categories><title-group><article-title>&lt;strong&gt;RESEARCH AND ANALYSIS OF THE PROBLEMS OF DEVELOPING CREATIVE THINKING IN THE FIELD OF GRAPHIC DESIGN AMONG MODERN YOUTH&lt;/strong&gt;</article-title><trans-title-group xml:lang="en"><trans-title>&lt;strong&gt;RESEARCH AND ANALYSIS OF THE PROBLEMS OF DEVELOPING CREATIVE THINKING IN THE FIELD OF GRAPHIC DESIGN AMONG MODERN YOUTH&lt;/strong&gt;</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Dmitrieva</surname><given-names>Tatiana Igorevna</given-names></name><name xml:lang="en"><surname>Dmitrieva</surname><given-names>Tatiana Igorevna</given-names></name></name-alternatives><email>mrsanytanittt@gmail.com</email></contrib><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Abramova</surname><given-names>Oksana Fedorovna</given-names></name><name xml:lang="en"><surname>Abramova</surname><given-names>Oksana Fedorovna</given-names></name></name-alternatives><email>oxabra@yandex.ru</email></contrib></contrib-group><pub-date pub-type="epub"><year>2023</year></pub-date><volume>8</volume><issue>2</issue><fpage>0</fpage><lpage>0</lpage><self-uri content-type="pdf" xlink:href="/media/information/2023/2/ИТ_НР_8.2_3_bfsHfg1.pdf" /><abstract xml:lang="ru"><p>This article raises the problem of the development of creative thinking of modern youth in the field of graphic design, and also examines the problems and solutions in the field of distance education. Research shows that the use of digital technologies in the educational process greatly changes the role of the teacher. On the other hand, modern students expect an increase in the interactivity of the educational process, the use of innovative digital solutions and the opportunity to show their creativity.&amp;nbsp; The article discusses the concepts of gamification of education and creative thinking in relation to the field of graphic design training. Gamification in education is the use of gameplay as a learning method that allows students to improve their engagement and increase their motivation to learn. On the other hand, the development of creative thinking - the ability to find unusual and effective solutions to problems &amp;ndash; is also extremely important for future designers and artists. The article considers the ways of developing creative thinking in the process of teaching graphic design, identifies the problems of online education in general and graphic design training in particular. The final part of the article presents models of functional requirements for the implementation of a web system for teaching graphic design and the results of a study of potential users of such a system.</p></abstract><trans-abstract xml:lang="en"><p>This article raises the problem of the development of creative thinking of modern youth in the field of graphic design, and also examines the problems and solutions in the field of distance education. Research shows that the use of digital technologies in the educational process greatly changes the role of the teacher. On the other hand, modern students expect an increase in the interactivity of the educational process, the use of innovative digital solutions and the opportunity to show their creativity.&amp;nbsp; The article discusses the concepts of gamification of education and creative thinking in relation to the field of graphic design training. Gamification in education is the use of gameplay as a learning method that allows students to improve their engagement and increase their motivation to learn. On the other hand, the development of creative thinking - the ability to find unusual and effective solutions to problems &amp;ndash; is also extremely important for future designers and artists. The article considers the ways of developing creative thinking in the process of teaching graphic design, identifies the problems of online education in general and graphic design training in particular. The final part of the article presents models of functional requirements for the implementation of a web system for teaching graphic design and the results of a study of potential users of such a system.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>online education</kwd><kwd>creative thinking</kwd><kwd>gamification of education</kwd><kwd>graphic design</kwd><kwd>training</kwd></kwd-group><kwd-group xml:lang="en"><kwd>online education</kwd><kwd>creative thinking</kwd><kwd>gamification of education</kwd><kwd>graphic design</kwd><kwd>training</kwd></kwd-group></article-meta></front><back><ref-list><title>Список литературы</title><ref id="B1"><mixed-citation>References</mixed-citation></ref><ref id="B2"><mixed-citation>Katkov D.S. Research and analysis of the application of gamification principles in educational software systems [Electronic resource] / D.S. Katkov, O.F. Abramova, A.A. 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