<p>The present article describes the results of a literature review on gamification; A strategy that aims to be implemented in the teaching-learning relationship of the Degree in Computer Science and Technology of the Pedagogical and Technological University of Colombia. The results correspond to an interpretative study based on an analysis of the discourse that approached the gamification category. From this process, the effects of gamification on higher education that stood out in the discursive analysis were: 1) the commitment that the students assume with their training through the use of the game mechanics to take advantage of the intrinsic motivations; 2) the teacher assumes a role of designer of educational games, which combines learning objectives with the interests of students and 3) the use of rewards in higher education to attract students to their training process.</p>