The objective of this work is to study how games can be used in learning environments, to seek how to carry out this experience and to present results in recent academic research. This work examines how games affect the relationship between students and gamification tools. As a method, bibliographic research was used in order to understand what gamification is and to find examples of gamification in teaching. Subsequently, a survey was conducted in the class of a Technical course in Electrotechnics to study how students connect with the gamified teaching tools. The results obtained show that, for the selected scenarios, the use of this teaching tool allows students to obtain greater motivation and interest in comparison with traditional lessons.