THE USE OF EDUCATIONAL GAMES TO LEARN MATHEMATICS
DOI:
https://doi.org/10.56238/arev7n4-030Keywords:
Mathematics, Playfulness, Apprenticeship, Technology, GamingAbstract
The use of educational games in the teaching of Mathematics was configured as a theme of high relevance for improving pedagogical practices, since the traditional challenges of the discipline imposed the need for innovative approaches that promoted student engagement and the effective assimilation of contents. The general objective of this work was to analyze the effectiveness of educational games in promoting mathematical learning, while the specific objectives directed the investigation to the integration of these resources with the curricular contents, the evaluation of the impact of these games on the motivation and performance of students, and the identification of the potentialities and limitations of the methodologies applied in this context. The research was carried out through a bibliographic approach, which was based on collecting and analyzing academic articles, books, theses, dissertations and publications available in recognized databases, using the keywords. This methodology consisted of the act of collecting materials that enabled the systematization of theoretical references, as recommended by Santana and Narciso (2025), allowing the construction of a theoretical framework. The data organized and analyzed showed that the application of educational games promoted a dynamic and interactive teaching environment, facilitated the understanding of mathematical concepts and stimulated student involvement, concluding that the integration of innovative pedagogical practices and digital resources proved effective to overcome the challenges of traditional Mathematics teaching.