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This article has as object of study gamification in education, presenting a discussion about the importance of playful activity for the teaching-learning process through gamification in the construction of learning and points out the challenges of gamification in current education. Due to the intensive use of technologies today, the school needs to adapt to the context of this new era, seeking other strategies to teach and learn it. Gamification in education can be thought of as a possibility of innovation in current teaching and learning techniques, using ludicity and digital games as educational support tools that enable the achievement of learning objectives. An experiment is presented aimed at the construction of digital game proposals by undergraduate students of information systems courses at the Fametro University Center.
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