Teaching Computer Science in integrated high school classes has a lot of challenges. Among them the lack of student engagement for this learning. In an attempt to modify this situation, an approach using gamification was thought of. This paper describes a pedagogical experience of an applied gamification proposal as an active learning strategy in professional high school classes. The purpose of the approach was to promote student engagement. For this, this approach based on promotions like "You collected, you won", where students needed to fulfill missions and collect stamps to exchange for gifts that aimed to stimulate the development of good practices and enable the development of their own learning.
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