Title: Experiences in the use of gamification as an innovation strategy in the classroom to achieve significant learning.
Introduction: Foncubierta and Rodríguez (2014) The gamification starts from a didactic content, it is explained that when a teacher makes use of a game, he tries that the students enter fully into a world of fantasy, a magical space of fun and entertainment. Hamari and Koivisto (2013) gamification has the purpose of influencing the behavior of the participants, it allows the creation of experiences the objective of gamification in the field of education is to bring motivation to the teaching-learning process, through the incorporation of elements and game techniques. Goal. Integrate the gamification tool, as an innovation strategy in the classroom for meaningful learning in the nursing research subject Methodology: Qualitative, phenomenological study, Narrative design of topics, coding of variables and Grounded Theory. Sample of 10 students by availability of the Nursing Degree from the Institute of Health Sciences of the Autonomous University of the State of Hidalgo. Result: The students proposed 7 gamified strategies that were from common games such as snakes and ladders, basket, 100 Mexicans said, proposed a question and answer software and others. Conclusion: The dynamics were presented to the rest of the students, they stated that it is a fun way to learn research, and responds to the strategy of "happy classrooms" considering that there is a great similarity between a teacher and a game, because both they are designed to learn from it.