“…These new technologies open a big amount of possibilities for teachers in order to improve their educational skills, because they are available to almost everyone nowadays, many of them are cheap, they proportion fast evaluation outputs, and they break a likely existing gap between teachers and students due to generational differences. These new technologies are perfect tools to be used in gamification designs, one important alternative available when new teaching strategies are attempted, that is showing measurable positive results in relation with obtaining better students' involvement and improved academic results [2,4,5]. The concept promotes active learning, student´s participation, obtains good results in assimilating theoretical concepts and, at the same time, allows working non-cognitive skills such as work team, problems-solving, decision-making and communication abilities [6].…”