text: Gamification as Online Teaching Strategy During COVID 19 A Mini Review The ongoing pandemic caused by coronavirus disease 2019 COVID 19 has enforced a shutdown of educative institutions of all levels including high school and university students and has forced educators and institutions to adapt teaching strategies in a hasty way This work reviews the use of gamification based teaching during the pandemic lockdown through a search in Scopus PsycINFO ERIC and Semantic Scholar databases A total of 11 papers from Chemistry Business Computer Science Biology and Medical areas have been identified and included in the present work All of them analyzed the use of gamification strategies during the COVID 19 pandemic and assessed students learning and motivation outcomes In general students reported that gamification was innovative engaging and an efficient strategy to deliver curricula material moreover it was perceived as a fun activity Some students reported that gamified videoconferences aided to connect with their classmates during isolation time providing effective social support However some students reported a bad physical or psychological condition as consequence of the confinement and did not get involved in the activity Some weaknesses of the reviewed studies are the small sample size and its homogeneity which makes it difficult to generalize their results to other scenarios and academic areas Furthermore although there is a feeling of learning during the activity this result is mainly based on subjective perceptions and any of the studies demonstrated that superior learning was achieved in comparison with traditional teaching strategies Nevertheless gamification can be implemented together with traditional lectures and can be a valuable instrument during post COVID times 