The research concerns gamification in a mixed distance class. More specifically, it explores the extent that the gamification of distance, synchronous and asynchronous teaching, with the use of educational digital and game-centered learning objects, develops the interest of mixed-class students and provides motivation for learning.The research that was implemented was qualitative and experiential and was carried out in real conditions of distance, modern and asynchronous, education, as happened in Greece, from March to May, 2020, due to the ban on the operation of schools. The qualitative research of the work was conducted in the E' and F' Class of the Primary School of Skourochori Ilia and the results of the application of pedagogical techniques in a distance mixed class, where the course is conducted using e-class and Webex, in other words, in a class that includes students with ADHD, with learning difficulties and Roma students.As expected, the efficiency of learning using games through synchronous and asynchronous distance learning was not high, if as a learning result is only counted the knowledge of the subject.