Gamification allows students through games to be protagonists of their own learning, this work describes the experience of engaging students in the learning teaching process by using technology tools to implement a Virtual Classroom that together with the Gamification Methodology seeks to improve the interest of students in the subject of Hardware and Communication Networks of the professional school of Education Sciences, mathematical physical specialty of the National University of San Agustín de Arequipa, a sequence is proposed that involve the activities planned during a semester with the use of the virtual platform (virtual classroom), through the selection of activities that achieve the interest of students and Integrating technological tools that allow active and fun participation, this sequence is applied to 35 students of VIII Semester. After applying the proposed sequence, an improvement in the notes obtained compared to previous semesters was obtained and there is greater interest in the contents of the subject, in conclusion, it can be said that the sequence raised in this experience contributed positively to the objectives set by the teacher as a positive acceptance of the activities carried out is evident and the transformation of classes stays to active participations of the students is evident.