The study aims to elucidate the structural axes necessary to consolidate gamification in professional and technological education. The method used was the conceptual bibliography, which consists of four stages: a) definition of the research questions; b) data collection; c) organization and analysis of data and; d) generation of responses. The results show teacher training, reframing pedagogical practices, and technological infrastructure as the necessary axes for the aggregation of gamification in teaching and learning practices. The conclusion shows that these axes increase the learning interest of students in vocational and technological education.
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