Abstract
It is at the stage of early childhood education when there is an introduction to the literacy process; in this way, it is when the greatest differences in the pace of learning between them can be observed, which may lead to a lack of confidence in carrying out their activities. This is why it has been thought to be an attractive way that was based on overcoming challenges and which in turn would make it possible to encourage the motivation of our students throughout the teaching and learning process. In this way, literature research has been carried out on gamification as a didactic tool to develop a growth mindset in learners through ‘challenge-based learning’, in an environment where gambling is the leading player. This project aims to unify student safety and gamification, considering that the timely connection between the two can improve the need for the creation of this project.