The learning-oriented gamification virtual environments of Android Studio

The research aimed to determine the effectiveness of virtual gamification environments as a pedagogical strategy to motivate learning on the Android Studio platform at the High School level in the Millennium Educational Unit "Jama." Which had a quantitative approach that developed surveys on the previous knowledge achieved by teachers related to virtual gamification environments, showing that 97% of teachers do not have basic knowledge related to the subject, and at the same time, 67% have no knowledge regarding virtual environments in the teaching-learning process. Considering the importance of introducing virtual gamification environments in the teaching-learning process to improve the teacher/student relationship through technology since one must constantly learn to be on par with the most developed countries globally.