2018 , Villegas Aguilera, Brenda , Alvarado Martínez, Elizabeth , Meza-Mejía, Mónica del Carmen
Society today is faced with a number of changes that have developed from the incorporation of new information and communication technologies, digital applications and social networks, which have been used each time more easily and frequently by people of all ages and social strata. This has led to that within the formal education, mainly at the high school, consider the possibility of integrating technological tools in educational plans and programs in order to generate greater innovation and respond to the needs of the new learners. For the development of the present investigation is considered necessary the search of learning and teaching strategies based on the new educational trends, such as the Gamification, in order to promote behaviors and habits that lead students to the development of competences and improve academic outcomes. In addition, it is intended to know the influence of the use of the Gamification to improve the academic performance of high school students. In order to develop the present study, we will make use of the Inventory of Learning Strategies and Study (Fernández Liporace, Alvarez & Uriel, 2010) which will help in obtaining the desired information. The question is: how does the use of the Gamification will contribute to the improvement of the academic performance? For which, it will be necessary to consider the partial evaluations and activities gamified that were implemented during the academic period from August to December 2017. ©2018 INTED2018 Proceedings