Gamification is a new methodological approach that provides new learning experiences, using game elements applied in formal teaching contexts. In this book, we have tried to show that it can be a strong ally in the teaching of English in the 1st Cycle of Basic Education (CEB), by combining elements that 21st century learners are familiar with in the learning process, making it more motivating, meaningful and experiential. We also look at the role of emotions in this process, showing that what doesn't attract emotion doesn't capture attention and doesn't trigger meaningful learning that involves students in the act of learning. Based on a case study carried out with 4th grade students in a Portuguese context, we look at gamified didactic courses that can help increase student motivation and involvement during the course, arousing different types of emotions.