In the context of the current development and need to use ICT, digital games acquire a new role, no longer as simple entertainment, but also as a virtual meeting space for learning. This has positively and significantly influenced the development of digital game-based learning platforms for teaching and learning programming. However, at the University of Guayaquil, they are not yet officially implemented, at the institutional level, for the development of teaching processes in engineering careers in the field of computer science, among other reasons, due to the lack of scientific evidence of their possible impact on these processes. For this reason, the present research aims to measure and compare the level of motivation in students of the Systems Engineering career, based on the use of the ChekIO platform in appropriate teaching activities in each group. The results obtained allowed us to confirm the potential of these technologies, as well as to identify a higher level of motivation in students of the last semesters, with respect to those of the first to third semesters. The group with less training showed low use of the resources offered by the platform for self-management of knowledge and interactivity and the consequent lack of motivation for individual work, in contrast to the group with a higher level of training, in which these elements were the most motivating.