This work aims to improve the teaching-learning process, with the use of innovative teaching practices that improve the academic performance of students. Gamification has enabled a more active participation from students and has fostered the acquisition of skills within an active working environment. In addition, this technique enables detection of the point of fatigue of students during the lectures. The tool used to implement the technique was the Kahoot! App. The support of use was the students' mobile phones, which made it possible to make use of these devices in the learning process and avoid inappropriate use. This procedure allowed a continuous evaluation of the student, and indirectly of the teacher, since it is verified in real time if there is any concept that needs to be reinforced. In addition, it was observed that the students actively participated in possible questions from their peers, fostering a good working climate and ending the sessions in a fun way, which enabled increasing students' performance. The feedback generated has led to teachers having tools to review their teaching methodologies. It is important to highlight the high satisfaction of students in the use of gamification techniques in the classroom.