The application of gamification was able to adapt to the learning style of the current generation allows to increase concentration, effort and motivation, the latter being a key aspect in the learning achievement of students. This study is a quantitative approach, experimental design, pre-experimental level and aims to evaluate the effect of the application of gamification tools on students' motivation, as well as to determine whether the level of motivation in the dimensions attention, relevance, confidence and satisfaction is influenced by the use of gamification tools. A probability sample of 209 secondary school students in Peru was used and an instrument adapted from the Instructional Materials Motivation Survey (IMMS) based on the ARCS model approach was employed. The results of the study revealed that 69.2% of students have a high motivational level. In addition, it was found in the comparison of the pre-test and post-test results that the four dimensions of Keller's motivational design: confidence, attention, satisfaction and relevance achieved a high level of development, being the dimensions satisfaction and relevance the ones that reached the highest level of development with 79.4% in the high level.
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