MAPPING GAMIFICATION IN TEACHING POTENTIATION
DOI:
https://doi.org/10.70860/RIEcim.2764-2534.2025.v5.19505Keywords:
Digital Technologies, Mathematics Teaching, Scratch, Cartography, PotentiationAbstract
This research, conducted at the State School Professora Silvandira Sousa Lima in the municipality of Araguaína - TO, aimed to investigate the impact of using digital games created with Scratch software on teaching exponentiation to 7th-grade students. Through mapping derived from the cartographic method, it was possible to identify that the use of Scratch significantly increased student participation during classes and contributed to a better understanding of the mathematical concepts involved. This work describes the process of qualitative exploratory research aligned with the cartographic method, as proposed by Passos, Kastrup, and Escóssia (2015). This perspective highlights the interventive nature of cartography, which aims to map real events, suggesting an active stance by the researcher toward the studied phenomenon. The results indicate that the gamification provided by Scratch makes mathematics teaching more attractive and engaging, contributing to a shift in students' perceptions of the subject.
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Copyright (c) 2025 Moisés da Silva Santos, Djane da Silva Souza, Deive Barbosa Alves
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