The use of mobile applications as well as games has been widespread over the last few years, there are more and more options for students who want to learn a language as independent users or to complement their process in a language school. This paper aims at enhancing the way those applications are designed and implemented in the learning process; therefore, some previous research papers were analyzed in order to identify what other authors identified as aspects to improve when designing such type of material. As a result, it was identified that not only did they ignore some or all of the principles of the lexical approach such as providing meaningful activities that could lead to communicative uses, but also those related to gamification, which contain the guidelines to set parameters as well as assessment criteria that can allow students to keep track of their process and to make it more meaningful. After studying how the lexical approach, vocabulary learning and gamification principles should be implemented, a prototype for a mobile game was proposed. It was designed by taking into consideration the theoretical and methodological aspects that would aim at enhancing the learning process of vocabulary, it is intended to be used with students who are taking an A2 level of Spanish as a Foreign Language (SFL) and who are studying collocations related to free time activities in the Latinamerican and Colombian context. Once the prototype was designed, it was evaluated by two experts on teaching SFL in the Pontificia Universidad Javeriana of Bogota. They pointed out how this material could be a useful complement to the learning process in the proposed level, yet they suggested some areas that need to be reinforced in order to guarantee the application serves its main purpose which is to provide students with some complementary material that can enhance students’ learning process, this by following principles of both the lexical approach and gamification. This research allowed us to propose some material that complements the learning process of vocabulary, particularly collocations. The implementation of the lexical approach as well as gamification led us to propose more meaningful and communicative-oriented activities.