This work is applied to the teaching of mathematics to facilitate the
understanding of elements of the computer content in everyday life of
the Educator in the classroom, but also the method can be applied in
other disciplines or other areas of knowledge in their Technologies.
What was worked in this work the usability of games that assist in
learning, the database collected by the research reveal that the points
that, produces light on the knowledge are more attention of students to
the use of tools to manipulate in problem solving expressions
mathematics, the ability were more agusadas to discover theolution of
the problem and other points presented is the criatilidade and
interest.The graphics produced by the database collected by the research
was presented regarding the use addressing the veracity of use case in
this Work. The whole method is for the development of teaching through
means that make teaching more accurate.