The lack of sufficiently developed methodological basis before graduation adversely affects the mathematical competency of future experts that are required by the modern economy. The study aims to investigate the features of the development of a personalized model of teaching mathematics by means of interactive novels to improve the quality of educational results. The main methods of research were the generalization of pedagogical experience and science literature, modelling, observation, analysis of results in AXMA Story Research methods. The chosen methods made it possible to justify the necessity of using interactive novels to personalize teaching mathematics and to confirm the qualitative improvements in the pedagogical system. Fisher's criterion was used to evaluate the results. 121 schoolchildren from Russian and Uzbek schools participated in the experiment. Individual educational routes supporting the studying of mathematical theory, problem solving in the interactive space AXMA Story Maker were developed. The peculiarities to be considered when designing a personalized model of mathematics learning by means of interactive novelties were formulated. These are the correlation between the didactic goal and the result of educational and research work in a nonlinear environment, the selection of the plot for a visual novel, the elaboration of the text component and the personalized learning track, etc. According to ANCOVA test results, the post-score of the experimental group is statistically higher than the control group. The results of the article can be used to develop ideas for personalising of learning in the digital school, as well as justification for the need for inclusion of digital interactive tools in mathematics education at all levels of education and training.
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