This value proposition presents the Escape Room as a gamification strategy applied to university, business and school contexts. In such scenarios, this strategy allows to dynamize the teaching-learning processes, providing the teacher with an alternative to conventional trainings and master classes, with extensive contents or complex topics, which reduce the interest and attention of students. For its part, the Escape Room promotes collaborative work in students, through challenges and achievement, participation in activities within the classroom, communication and interaction with their peers and the formation of disciplinary and interdisciplinary groups, around a common goal. The value of this strategy is highlighted, not only as an evaluation instrument, but also as a study and feedback tool.