The research had a two-fold objective. Firstly to analyse how children solved and comprehended problems related to a Master Mind game, in a constructivist perspective (Piaget). Secondly, to present different forms of intervention as a consequence of collected observations within the context of the research and the criteria proposed to analyse the answers. In order to put data together, 60 children between 7 and 12 years of age filled in forms, challenging them to register their decisions about the proposed problems. Based upon their answers, it was possible to submit three performance levels. Results show that 55% (N=33) were classified at level 1, 20% (N=12) at level 2 and 25% (N=25) at level 3. The resources used by the children to solve the game’s challenge propitiated the proposition of intervention suggestions to be made by professionals who deal with children and are interested in using games in the school context.
Constructivism; Games; School learning