Math-0-Ween: A Fun and Spooky Educational Math Adventure
DOI:
https://doi.org/10.5753/rbie.2026.6599Keywords:
Digital Games, Mathematics Education, Elementary SchoolAbstract
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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Copyright (c) 2026 Renato Coêlho, Fábio Bastos, João Lucas Mayrinck, Pedro Moisés de Sousa

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