“…ISO 9241-11 prescribes the following usability measures: a) Effectiveness, related to users' ability to complete tasks using the system and the quality of the outcome of those tasks, b) Efficiency, the uses, and interactions for task completion, and c) Satisfaction, users' personal reactions to using the system [16]. There are theoretical approaches on proposals to evaluate the usability of gamified platforms [17], [18], [19] based on a model of student interaction with the content in a playful way, as well as the evaluation of the preferences of the usability variables in the e-learning system based on the students' perspectives [20], as well as Nielsen's model to evaluate learning, efficiency, memorability, error, satisfaction and navigation; which proved to be effective and efficient [21].…”