A GAMIFIED APPLICATION TO SUPPORT THE TEACHING OF ALGEBRA IN THE NINTH GRADE OF SECONDARY SCHOOL
Keywords:
Gamification, usability, mathematics, secondary schoolAbstract
Mathematics is a subject in which Brazilian students have difficulty and gamification can help in the learning process. A gamified application needs to consider usability aspects so that its objective is properly achieved. This paper presents a gamified application for teaching mathematics in the ninth grade of secondary school, considering usability aspects based on Jakob Nielsen's heuristics and the usability characteristics of ISO 25010. The application offers reviews, challenges, and interactive mathematical games, specifically on 1st and 2nd-degree equations, with the aim of improving the learning process in this challenging subject for Brazilian students. The reviews feature interactive activities, questions related to the topic, and explanatory feedback, while the challenges aim to promote the development of critical thinking and autonomous problem-solving. The gamified approach seeks to engage and motivate students, making learning more attractive.