The problem and the aim of the study. The implementation of educational programs in different subjects of modern school, including mathematics, is based on the principles of personalized learning, the active use of digital technologies and means of interactive interaction to ensure a high level of mathematical education. The purpose of the article is 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. Research methods. The theoretical analysis and generalization of scientific literature on the problems of improvement of the quality of mathematical education, of the personalization of education by digital technologies, of the didactic role of the visual interactive literature as a kind of computer games, are applied. The main methodological principle of the study is determined by the key condition of personalized learning. That is the freedom of students to choose their educational path. The empirical methods were used: observation, analysis of the results of work with AXMA Story Maker application (answer selection, number of attempts to find a solution and of publications read). The study involved 121 7th-grade pupils of school №11, Kirov. In the experiment, the Fisher criterion was used to process the results. Results. The members of the experimental group were involved in the study of mathematical theory, solving of the tasks according to their personalized educational path in the interactive AXMA Story Maker space. Personalization is supported by self-selection of the pupil's response in a non-linear visual novel environment. Statistically significant differences between the experimental and control groups in terms of the level of educational results were revealed (φcrit = 1.64 <φemp = 2.964). In conclusion, the features that should be considered when designing a personalized model of teaching mathematics by means of interactive novels are summarized: correlating the didactic goal and the result of educational research work in a non-linear environment, choosing a plot for a visual short story, considering the text component and the personalized trajectory of cognition etc.