Revista REAMEC (Jul 2024)

THE DIGITAL GAME “PROBABILITY IN ACTION”: MOTIVATION, USER EXPERIENCE AND LEARNING

  • Ailton Paulo Oliveira Júnior,
  • Nilceia Datori Barbosa

DOI
https://doi.org/10.26571/reamec.v12.17397
Journal volume & issue
Vol. 12

Abstract

Read online

It started with the contribution of software engineering in the construction and inclusion of digital educational games for teaching and learning about probability. The evaluation of the digital game “Probability in Action” performed by 29 students (10 and 11 years old) from two classes at a public school in the city of Barueri, São Paulo, Brazil, is presented, according to the quality model of educational games, considering three subcomponents (motivation, user experience and learning) and 11 dimensions (attention; relevance; trust; satisfaction; immersion; social interaction; challenge; fun; competence; short- and long-term learning). The results obtained through the analysis of the students' responses are characterized as positive, in addition to being configured as an option to support the teaching and learning process of probability for Elementary School.

Keywords