Serious Games: Gamification of Mathematics Teaching using statistical methods and human-computer interaction.
Serious game; Statistical processing; Linear regression; Software; Application; Education.
This work goals to show a software prototype in the format of a game (Serious Games) which ensure apprenticeship to the mathematic students of fourth and fifth year of elementar school. The use of Serious Games has always been a practice as far as some parts of Coutries from North America and Europe, albeit to be one of the most recent researchs, which has been spreaded, and becoming another attractive way of teaching to children and teenagers. However, according to pedagogical theories, the Serious Game are very important in relation between teaching and learning to students who must learn the important competencies to be disciplined. After of a software development, two forms of application of this game were tested on students of a school in the interior of Bahia and, posteriorly, it was analised the datasets got at that moment. At the Piano’s game, which is a very easy , with a multiple questions game with a time to respond, a greater participation of students was observed, participants both in number of rounds and in number of participating students. The Bird Game was used by a smaller number of students and played rounds, since this game is more difficult, and the student, in addition to operating the account mentally, need to coordinate the bird so that it goes over the number that corresponds to the answer. In the end, with the use of statistical tools and the feature of Linear Regression, there was possible to show that the application of serious game as a education proves useful in the teaching-learning process.