EXPERIMENT WITH ELECTRONIC GAMES IN THE 7th YEAR OF ELEMENTARY SCHOOL II DUQUE DE CAXIAS

Authors

  • Leandro Almeida Universidade Estadual do Vale do Acaraú - UVA
  • Annelise Maymone

DOI:

https://doi.org/10.47820/recima21.v2i5.190

Keywords:

Teaching, eachingEducation, Electronic Games Mathematics

Abstract

This experiment with electronic games focused on mathematics, aims to evaluate the performance of the 7th grade students of the Duque de Caxias school. The study consists of an in-depth investigation on the use of an electronic game created by academics from the University of Vale do Acaraú (IDJ) and application at duque de Caxias school, aiming at the use of this game as a new alternative to be applied in the classroom. Having as general objective, to analyze how the use of video games can be allied to the teaching of Mathematics for the development of an effective and continuous learning. In addition, to investigate the feasibility of using a video game in the classroom, apply the RPG game at duque de Caxias school, aiming at the use of this game as a new alternative to be applied in the classroom, increase participation and interest on the part of students, improve the fixation and understanding of the content addressed in the classroom , were our specific objectives. The following steps were performed to perform the study: Choice of subject and public, choice of type of game, game development, school choice, planning of activities, application and observation, data collection and analysis of results. 

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Author Biography

  • Annelise Maymone

    Professora Universitária

Published

09/06/2021

How to Cite

EXPERIMENT WITH ELECTRONIC GAMES IN THE 7th YEAR OF ELEMENTARY SCHOOL II DUQUE DE CAXIAS. (2021). RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218, 2(5), e25190. https://doi.org/10.47820/recima21.v2i5.190