Abstract:
The applicability of gamified digital games for teaching-learning is of great importance for providing attractive learning in order to increase the engagement and interaction of students in the classroom. For the preparation of this work, bibliographical research will be used. It is intended to investigate its importance for teaching purposes having the pedagogical practice mediated by digital games and then specify the challenges faced by teachers and students regarding the use of technological means. And finally, to present the relevance of using this instrument for pedagogical practice.