This work aimed to generate new educational experiences, without losing the path of training. Undoubtedly, it is about generating other possibilities in front of those rigid rules and the pressure that seizes the classrooms and the educational scenarios from which these affectations emerge. In this sense, the work developed implemented different and considered innovative methodologies for a population of participating students accustomed to traditional teaching methods. For this reason we focus on observation of two university groups, belonging to the Pontificia Universidad Javeriana. Its characterization and distinction relate to two classes of different semesters and different careers; opposites in the number of students, attitudes, expectations and also in the development of activities that incorporated the same work methodology. From a digital survey, we managed to diagnose some important factors, of which the lack of motivation in the classrooms is highlighted. Under this premise, we proposed the gamification methodology as a way that allowed us to identify positive and negative aspects involved in the university academic framework involved. In this sense, part of the positive findings found link: motivation, interest, desire to work the subject with good attitude, experiences of group work, peer learning and development of activities with high creativity, among others.