This paper describes the use of gamification in a classroom for higher education, specifically for university students. Our goal is achieve a major increase in student motivation and engagement through various technologies and learning methodologies based on game mechanics called gamification [1-2]. Gamification is used to engage students in the learning process  and stretch their retention of the knowledge and skills received beyond a single lecture . This study adds Problem-Based Learning (PBL) and Quest-Based Learning (QBL) to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual environments and visualization 3D on the web thanks to webGL. Understanding the role of gamification in education means understanding under what circumstances game elements can drive a student's learning behavior so that he or she may achieve better results in the learning process.