GAMIFICATION APPLIED TO THE TEACHING OF FIRST-DEGREE EQUATIONS USING A VIRTUAL TORQUE BALANCE
DOI:
https://doi.org/10.56238/arev7n6-007Keywords:
Gamification, First-degree equations, Balance scale, Negative numbers, Mathematics teaching, Active methodologiesAbstract
Solving first-degree equations presents recurring challenges for elementary school students, especially in understanding concepts such as equality, negative numbers, and the first steps in studying algebra. In addition, children and adolescents have been significantly impacted by the introduction of digital technologies, with little-known consequences. In this context, dynamic and interactive methodologies based on digital games present themselves as alternatives to conventional teaching. This article addresses the application of gamification as an active methodology in teaching first-degree equations, using an application that simulates a scale whose balance depends on the torque of the weights placed on its rod. The central question of this research is about the impact of using these methodologies in the educational environment and, in particular, the potential of gamification as an innovative strategy for teaching mathematics. The research was conducted with 33 seventh-grade students, using the application in game modes, which presents progressive challenges, social competition, and feedback on the participants' performance. Gamification was adopted based on the premise that it attracts the attention of students in this age group, promoting engagement and motivation for learning. At the end, the students' perception was evaluated qualitatively using the Likert scale.
