In the present study, a gamified didactic system structured on 7 modules was built. Each training module offered students mandatory and optional assignments. A number of 53 assignments were designed for this didactic system, distributed on the 7 modules, of which 23 assignments were mandatory and 30 were optional. Each assignment had an equivalent number of experience points (XP). For the correct solving of each assignment the student received the grade “admitted” and the equivalent XP. It was verified, by evaluating the implemented system, the general level of attractiveness and students’ perceptions on the level of pragmatism and on the hedonic aspect. Our research has shown that the degree of attractiveness of this system has been high enough to motivate us to implement it in the future. The stimulation and innovation that such a system brings are strong points that can promote involvement in didactic activity, but we must look for very effective ways to properly condition the solving of as many assignments as possible.