Abstract
This experience report aims to analyze the contributions of the app Rei da Tabuada to the study and reinforcement of multiplication tables, based on an experience carried out with a 5th-grade class of a municipal school in São Gonçalo, Rio de Janeiro. Qualitative in approach, the research draws on discussions about games and Digital Information and Communication Technologies in Mathematics teaching. The thirty students of the class were divided into three groups; each group used the game, in pairs, for forty minutes, with data recorded through participant observation, field notes and photographs. The results indicate student engagement, cooperation between pairs and the elaboration of mathematical strategies, such as ordering the multiplication tables according to their regularities and using known products to obtain others. It is concluded that Rei da Tabuada constitutes a promising pedagogical resource for teaching multiplication.