Mathematics Teaching Based on a New Pedagogical Tool for M-Learning Paôla Pinto Cazetta¹, Maria Cristina Silva Oliveira 3 , Alex Fernandes da Veiga Machado², Priscyla Cristhina dos Santos¹, Ulysses O. Santos 1 and Esteban Walter Gonzalez Clua² ¹Departamento de Computação - Instituto Federal de Educação Tecnológica do Sudeste de Minas Gerais - Rio Pomba, MG Brasil. ²Instituto de Computação - Universidade Federal Fluminense - Niterói, RJ Brasil. 3 Grupo Educacional Unis. Figure 1: (a) Menu screen of the game Dimus. (b) Dimus Phase with questions related to geometry. Abstract The integration of educational process with digital technology is a trend and may greatly enhance the teaching-learning process. Electronic games can be considered educational teaching resources, due to its dynamic and engaging characteristics, allowing also the learning and fun process together. In the current educational context, the use of technological resources is already a reality. When considering that education in the Information Society is realizing the need for a change, we propose a novel process for the usage of mobile devices in educational terms. This article proposes and evaluates an application for mobile devices with the aim of contributing to the elementary school Mathematics teachers. Keywords: mobile, educational games, teaching and learning of mathematics. Authors Contact: paolacazetta@yahoo.com.br, airam.kta@bol.com.br, alexcataguases@hotmail.com, santos_priscyla@hotmail.com, ulysses_sk8_metal@hotmail.com, esteban@ic.uff.br 1. Introduction Currently the technology is being used by a range of users, including children who have early interact in the world of digital technologies. Because the computer is a great means of entertainment, they give off a lot of time in this activity, according to [Silva et al. 2010]. Furthermore, the computer is considered as a new way to acquire knowledge, and therefore can become a teaching tool. However it must be well instructed by the teacher or someone more experienced so that this function takes effective [Mousquer and Rolim 2011]. It is important to be highlighted that the age of childhood and adolescence is the stage that develop concepts essential to the formation of the individual. The knowledge gained in this stage are essential for their integration into society and a friendly social life [Silva et al. 2010]. According to [Filho 2010] cited in [Prieto et al. 2005], "The games must have a pedagogical aim and its use should be placed in a context and a teaching situation based on a methodology to guide the process, through interaction, motivation and discovery, facilitating learning of a contents.". Thus, the researchers, to create this type of software, looking to integrate fun and interaction with educational content, causing the student has an interest to learn in an active, dynamic and interactive [Filho 2010]. About the prospect of using mobile devices in education, [Batista et al. 2010] states that: "Mobile learning (m-learning) is a research field that seeks to analyze how mobile devices can contribute to learning. The development of teaching resources for these devices are essential for the effective application of m- learning.". Our objective is to present a game which covers mathematics course content according to the Parâmetros Curriculares Nacionais (PCN). The proposal arose on the complexity of the exact area of the discipline. Many games with this goal already exist, but the work of this paper seeks to combine a new media technology into the teaching-learning process. To do this we developed a new application for mobile devices, exploiting the full potential in terms of usability. Their use could happen in school with the SBC - Proceedings of SBGames 2012 Culture Track - Full Papers XI SBGames – Brasília – DF – Brazil, November 2nd - 4th, 2012 63