Gamification in education makes learning engaging, motivating, and interactive, stimulating active participation and skill development through game elements. In this context, this experiential report aims to describe and reflect on the use of games as an aid in the literacy process in the early years of elementary school, and how the use of the digital tool Flippity can contribute to this process. Besides that, we conducted a bibliographic analysis on the topic to enrich the reflection. The study reveals positive outcomes of using games in children’s literacy education, fostering enjoyable learning experiences. Based on these findings, we offer six recommendations to enhance gamification in literacy teaching to promote effective learning for students.