The present article aims to find new methodological strategies that promote active learning and motivate students when they do not show a receptive interest in traditional masterclasses. In this way, this research strives to base the implementation of a classroom experience in a school by employing gamification as a game-focused methodology in non-ludic contexts. A theoretical review is exposed, and the essential elements needed to gamify a teaching-learning process are presented. A didactic proposal for the area of Natural Sciences with second-year Primary Education scholars is designed and described. Ultimately, this paper includes a set of reflections regarding the influence this methodological strategy holds on the involvement and motivation of students, as well as the limitations encountered at the time of implementation.