Abstract
The tastes and preferences of young people changed rapidly in everything and education was not exempt from this phenomenon. Today the apprentices are more active, but with short attention span and learning disabilities.
For this reason, alternative educational resources must be available, which allow to interact in a striking way with new knowledge, encouraging instructors to develop new methodologies and strategies; experience shows that VET is affected by the monotonous and old way of teaching skills, concepts and theories; due to the instructor’s little imagination and /or mechanization of the training processes.
In addition to the above, the specific learning difficulties (DEA) of young people are evidenced when working on conceptual and theoretical aspects or when they must write, read, reason or demonstrate mathematical skills or information processing, where the deficit of working memory is included. and sustained attention. This negatively influences performance and is transferred to productive performance, deteriorating the learner's perception of himself.
What is stated, causes passivity in the apprentice, waiting for everything to be delivered by the instructor, it shows laziness and even disinterest in AA; they are not very purposeful, not at all creative and even aggressive due to frustration with learning and even promote indiscipline and intolerance in front of peers or instructors.
For this reason, it is desired to teach and learn in a fun and didactic way through gamification, through a Pedagogical Technical Product (PTP) that generates a paradigm shift; Young people young people learn when they play (since they do so since they are babies), because they integrate in a fun way the common aspects in the different forms of learning and adapt to the specific needs of knowledge of concept, principles and processes, having fun while developing the teaching process - learning.

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