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This article analyzes the application of gamification and Information and Communication Technologies (ICT) as didactic tools in inclusive learning, with special emphasis on higher education. Through a mixed methodology, which included student surveys and documentary analysis, the perceptions, motivations and results of the incorporation of gamified strategies in educational contexts were evaluated. The findings indicate that, although 95.5% of students had no previous experience with gamification, 67% perceive that it can improve their academic performance. Elements such as stories, narratives, and missions were the most attractive. Gamification, supported by ICT, represents an effective strategy to foster inclusive environments, increasing student participation and engagement.