Math-0-Ween: A Fun and Spooky Educational Math Adventure

Authors

DOI:

https://doi.org/10.5753/rbie.2026.6599

Keywords:

Digital Games, Mathematics Education, Elementary School

Abstract

Faced with the profound challenges in mathematics education in Brazil, where alarming 2022 PISA data show that 73% of students failed to reach basic proficiency, this paper details the development and evaluation of "Math-0-Ween". This educational game was strategically designed to actively engage elementary school students, transforming the often-difficult practice of basic mathematical operations (addition, subtraction, multiplication, and division) into a truly motivating and interactive experience. Its development was guided by the Agile Methods Applied to Educational Games (AMAEG) framework and was a collaborative effort with experienced educators, ensuring the pedagogical content was precisely aligned with the Brazilian National Common Curricular Base (BNCC). The game's effectiveness was validated through a practical user study with 38 student volunteers. The quantitative analysis yielded overwhelmingly positive results, with an impressive overall average of 95.9% favorable feedback. These findings, combined with qualitative observations of high student engagement and concentration during testing, conclusively establish "Math-0-Ween" as a promising tool for enhancing the mathematics teaching and learning process.

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Published

2026-03-25

How to Cite

COÊLHO, R.; BASTOS, F.; MAYRINCK, J. L.; SOUSA, P. M. de. Math-0-Ween: A Fun and Spooky Educational Math Adventure. Brazilian Journal of Computers in Education, [S. l.], v. 34, p. 356–375, 2026. DOI: 10.5753/rbie.2026.6599. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/6599. Acesso em: 7 apr. 2026.

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Articles