“…(1) anxiety, (2) limits, (3) autonomy, (4) capability of achievement, (5) motor coordination, (6) spatial organization, (7) segmental control, (8) attention and concentration, (9) anticipation and strategy, (10) auditory discrimination, (11) logical reasoning, (12) creativity, and (13) figure and depth perception. In this context, the game is a very appropriate learning tool because it uses its power to attract the interest of students and creates social and personal experiences, triggering new discoveries and maturing their personalities [13]. Furthermore, by enabling innovative and attractive educational practices, these educational interfaces can become important accessories to the process of teaching and learning.…”