Given the hard time most students have when learning different topics, as a result of their lack of enthusiasm over subjects such as language, trends like gamification start to appear. Gamification could be a very helpful tool in the classroom, as it allows teaching topics in a very fun and interesting way, using information technologies and game mechanics that encourage motivation, effort and commitment in topics that in other way seem boring. Gamification is about incorporating elements normally present in games in non recreational contexts. Game industry has been growing brightly in the last years, becoming a very solid economy sector. That is one of the reasons why we want to include elements that make games successful into educational environments. This paper's purpose is to share a gamification tool for the development of literacy skills in high school students called DIVERLAB, which has been designed taking accessibility and web user experience in mind. As a result of this study, it can be seen the great faboravility of this kind of technologies inside the classroom.