Gamification has been widely cited as support for the student’sschool process. This growing interest has attracted the attention ofresearchers in the area. Therefore, a study using theWebibliominingmethod was conducted in order to map the scientific productionrelated to gamification techniques applied in education. The dataof this work were researched in the Scopus (Elsevier) database, consideringthe scientific production in the period from 2011 to 2020.The methodological procedures used a descriptive and exploratoryresearch, with a quantitative approach. The results showed 2.911articles with the terms “Education AND Gamification”. After a bibliometricanalysis, it was found that the “peak” of production was inthe year 2019 with 591 articles, which correspond to a differenceof 137 records in relation to the previous year. The year 2020 wasthe year with the highest number of published articles, with 617records. The USA was responsible for 13,60% of the total publishedarticles. Computer Science was found to be the area with the mostarticles indexed (1.932), corresponding to 66,20%. We sought toselect articles to compose the “starting reference” in a bibliographicresearch on the theme "utilization of gamification in education".