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The use of mathematical trends in the teaching-learning process

Math Lottery game as support to teaching basic operations

Bibliographic Data

ID16892575
AuthorsJaqueline Silva Rodrigues (corresponding author), Adenice Paixão de Souza Corrêa, Aristóteles Alexander Álvarez Correa (0000-0001-5783-4995), Lília Cristina dos Santos Diniz Alves (0000-0002-1262-6604), Daniana De Costa (0000-0002-8523-6156), Ramz L Fraiha Lopes (0000-0001-6961-8317), Julio Silva de Pontes, Lucélia Valda de Matos Cardoso, Luana Pereira Cardoso (0000-0002-9426-9259), Thiago Rafael da Silva Moura (0000-0001-8981-979X), José Leão de Luna, Silvério Sirotheau Corrêa Neto (0000-0002-5075-1975)
Year2025
Volume17
Issue9
Pagese9394
Publication date2025-09-17
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueCuadernos de Educación y Desarrollo (JOURNAL)
Journal identifiersISSN: 1989-4155 • E-ISSN: 1989-4155
PublisherBrazilian Journals (PUBLISHER)
DOI10.55905/cuadv17n9-059
OpenAlexW4414277158
LanguageEN
References cited6

The objective of this article is to discuss the application of a playful activity to teach the four basic operations through the game Math Lottery. The approach of the work is qualitative and with field research, the target audience was a class of the 4th stage of Youth and Adult Education belonging to a public school located in Salinópolis, Pará, northern region of Brazil. The implementation of the classes using the game Math Lottery took into account the pedagogical practice of mediation in the classroom proposed by Grando (2000; 2015) and occurred according to the following steps: establishment of the rules of the game, creation of the game, application in the classroom and evaluation, which was done through a questionnaire directed to the class. The responses to the questionnaires were analyzed together with the observations of the application of the game in the classroom from an interpretative perspective. As a result, we observed that the game can be considered an important resource for students to understand and use rules that will be used in the teaching-learning process of mathematical content, since students who previously had difficulties in solving the mathematical problems presented, evolved positively in the area of mathematical knowledge, being able to appropriate the different contents, given that the methods used in the classroom were dynamic and participatory, overcoming the use of tiresome lists of fixation exercises, whose objective is the memorization of formulas and data in a passive way

Educational game · Lottery · Mathematical problem · Memorization · Education Pedagogy and Practices · Evasion and Academic Success Factors · Science and Education Research

Citation velocityhistorical
Highly citedNo

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Open DOIOpen Access
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