Introduction: the purpose of this article is to describe gamification as a new teaching-learning methodology, which allows students to meet specific learning objectives and develop skills.
Methodology: a qualitative and quantitative analysis was carried out, observing two groups, one which received traditional class methodology whilst the other received a gamification methodology for the same
subject. Observation was complemented by a numerical analysis of their academic performance.
Results: this study presents a comparison between the gamification and the traditional class methodology to know their effects on students’ motivation.
Conclusions: it is concluded that gamification positively affects the learning process since it stimulates motivation in students, particularly due to the positive interaction between teacher and students.
Keywords:
learning, education, gamification, interaction, ict