MATHEMATICS CHAMPIONSHIP USING TUXMATH EDUCATIONAL SOFTWARE IN ELEMENTARY SCHOOL I: AN EXPERIENCE IN THE SUPERVISED INTERNSHIP

Authors

  • Andreify Nascimento de Souza Universidade do Estado do Amazonas – UEA
  • Resenilde Soares da Silva Universidade Federal de Juiz de Fora
  • Manoel Cardoso da Rocha Neto Universidade do Estado do Amazonas – UEA
  • Robson Neves de Amorim Universidade do Estado do Amazonas – UEA
  • Julio Ferreira Falcão Universidade Federal do Amazonas
  • Emilia Souza Arrua Universidade Federal de Mato Grosso do Sul-UFMS

DOI:

https://doi.org/10.51891/rease.v9i11.12237

Keywords:

Elementary School I. Digital Communication and Information Technologies (DCITs). Gamification in Education.

Abstract

The present study describes the implementation of a project during the supervised internship in elementary education I, at Santo Agostinho State School in Lábrea, Amazonas, with an emphasis on teaching mathematics through the educational software TuxMath. The internship aimed to cater to students classified as 'Digital Natives,' using digital communication and information technologies (DCIT). The project included the creation of the action plan, literature review, pre-assessment of students' knowledge, proposal development, methodology application, and a basic math operations championship using TuxMath. The methodology included theoretical and practical activities using a notebook and projector for an introduction to the concept of gamification. The championship, divided into training and competition phases, resulted in significant advances in students' math skills. The post-championship discussion highlighted not only the improvement of technical skills but also the development of social skills, such as effective communication and teamwork. The post-activity evaluation, conducted through a questionnaire administered to students, indicated a positive receptivity to the use of TuxMath, showing a high level of satisfaction and interest among students in the playful and interactive approach. The study emphasizes the importance of using educational technologies to enrich learning, stimulate deductive reasoning, and promote a dynamic approach to teaching mathematics. Challenges identified during the project implementation were evident, such as the diversity of student engagement levels and the need to make activities more inclusive. The gamification of classes, through a basic math operations championship using the educational software TuxMath, proved to be a successful strategy, fostering student engagement, teamwork, and the improvement of math skills.

Author Biographies

Andreify Nascimento de Souza, Universidade do Estado do Amazonas – UEA

Acadêmico em Licenciatura em Computação Universidade do Estado do Amazonas – UEA.

Resenilde Soares da Silva, Universidade Federal de Juiz de Fora

Mestra em Gestão e Avaliação da Educação Pública (UFJF - MG) Universidade Federal de Juiz de Fora. 

Manoel Cardoso da Rocha Neto, Universidade do Estado do Amazonas – UEA

Acadêmico em Licenciatura em Computação, Universidade do Estado do Amazonas – UEA.

Robson Neves de Amorim, Universidade do Estado do Amazonas – UEA

Acadêmico em Licenciatura em Computação, Universidade do Estado do Amazonas – UEA.

Julio Ferreira Falcão, Universidade Federal do Amazonas

Mestre em Ciências florestais e Ambientais, Universidade Federal do Amazonas. 

Emilia Souza Arrua, Universidade Federal de Mato Grosso do Sul-UFMS

Licenciada em Letras Habilitação Português e Inglês, Universidade Federal de Mato Grosso do Sul (UFMS).

Published

2023-12-18

How to Cite

Souza, A. N. de, Silva, R. S. da, Rocha Neto, M. C. da, Amorim, R. N. de, Falcão, J. F., & Arrua, E. S. (2023). MATHEMATICS CHAMPIONSHIP USING TUXMATH EDUCATIONAL SOFTWARE IN ELEMENTARY SCHOOL I: AN EXPERIENCE IN THE SUPERVISED INTERNSHIP. Revista Ibero-Americana De Humanidades, Ciências E Educação, 9(11), 3529–3546. https://doi.org/10.51891/rease.v9i11.12237