Estado do conhecimento revelado pelas produções científicas brasileiras: Os jogos digitais como instrumento de inclusão na educação básica

This research mapped the scientific productions published in the Proceedings of the National Meeting on Mathematics Education (ENEM) on electronic games for teaching Mathematics in Inclusive Education. The objective was based on the State of Knowledge of Brazilian research in the process of teaching and learning Mathematics for the inclusion of students in need of Specialized Educational Assistance (AEE). The research question was based on the inquiry of which digital games have been used as teaching resources in the process of teaching Mathematics, and their contributions. For data collection, the source of the ENEM annals was used, from 2007 to 2022. The use of Electronic Games as an investigative object was revealed in some researches, however, with only three studies on the subject in this time period. Due to the lack of scientific, academic productions focusing on Electronic Games in the scope of Inclusive Mathematics Education, it becomes necessary.

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Publication Details

Journal
Revista Internacional de Pesquisa em Educação Matemática
Published
2025-05-01
DOI
https://doi.org/10.37001/ripem.v15i2.4402
Primary Topic
Education and Digital Technologies
Type
article
Field-Weighted Citation Impact
0.00
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article

Estado do conhecimento revelado pelas produções científicas brasileiras: Os jogos digitais como instrumento de inclusão na educação básica

Lailson dos Reis Pereira Lopes, A. Carvalho
Revista Internacional de Pesquisa em Educação Matemática
Education and Digital Technologies
article

Estado do conhecimento revelado pelas produções científicas brasileiras: Os jogos digitais como instrumento de inclusão na educação básica

Lailson dos Reis Pereira Lopes, A. Carvalho
article en

Abstract

This research mapped the scientific productions published in the Proceedings of the National Meeting on Mathematics Education (ENEM) on electronic games for teaching Mathematics in Inclusive Education. The objective was based on the State of Knowledge of Brazilian research in the process of teaching and learning Mathematics for the inclusion of students in need of Specialized Educational Assistance (AEE). The research question was based on the inquiry of which digital games have been used as teaching resources in the process of teaching Mathematics, and their contributions. For data collection, the source of the ENEM annals was used, from 2007 to 2022. The use of Electronic Games as an investigative object was revealed in some researches, however, with only three studies on the subject in this time period. Due to the lack of scientific, academic productions focusing on Electronic Games in the scope of Inclusive Mathematics Education, it becomes necessary.

Revista Internacional de Pesquisa em Educação MatemáticaVol. 15(2)
Universidade Estadual de Montes Claros (BR)
Openalex Percentile: Top 88%
Education and Digital Technologies
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