Gamification revolutionizes mathematics teaching in schools

Gamification revolutionizes mathematics teaching in schools


The integration of technology, pedagogy and design drives the development of Matific’s educational solutions

The application of gamification elements in teaching has gained ground in Brazilian schools as a strategy to increase student engagement and improve performance. In teaching mathematics – and, more recently, financial education – this approach transforms traditional exercises into interactive challenges, connecting learning to students’ daily lives.




Among the companies operating in this segment, Matific develops a mathematics platform used by more than 4 million Brazilian students, integrating active methodologies, learning personalization and interactive digital resources.

“The goal is to broaden access to quality content and encourage the development of skills such as logical reasoning, planning and autonomy,” says Dennis Szyller, CEO of Matific Brasil.

On the platform, content is presented through digital games and challenges, with pedagogical scripts that adapt to each student’s performance. According to Szyller, the proposal is to make learning more accessible and connected to practice, strengthening commitment and long-term learning.

How platforms are developed

The development of Matific involves multiple phases that integrate pedagogical teams, designers, programmers and data specialists. There are seven main work fronts that support the process:

  1. Establish learning objectives: aligned with the curricular components of Mathematics and Financial Education;

  2. Creating episodes and activities: script development by multidisciplinary teams including user interface designers and instructional designers;

  3. Curriculum mapping and adaptation: contents organized in a global curriculum and adapted to the local reality by pedagogues;

  4. Technology used: development in Unity, using tools such as Spine (animations) and artificial intelligence for adaptive scripts;

  5. Quality and testing (QA): technical-pedagogical validations, with tests on students and teachers;

  6. User Experience: focus on intuitive navigation, visual design and game mechanics;

  7. Pedagogical focus: priority between conceptual understanding and practical application, going beyond the repetition of calculations.

These steps help you structure the skills and competencies you worked on in each module. Elements such as scoring, rewards and immediate feedback strengthen student motivation and facilitate pedagogical monitoring.

“The combination of teachers, designers and programmers ensures that content is technically accurate and pedagogically relevant, transforming mathematics learning into a more interactive and contextualised experience,” concludes Szyller.

Website: https://www.matific.com/bra/pt-br/home/

Source: Terra

You may also like