The goal of this study is to demonstrate the development of an educational game in the perspective of Amazonian environmental education, using as a development tool the Scratch platform through a simple programming language. The study was carried out with 32 students from the 4th and 5th-grade classes of the Elementary School of General Osório, located in the municipality of Cametá-Pará, Brazil. The results show that more than 90% of the students report a higher concentration and immersion in the content when they use the digital game as an auxiliary tool in the learning process. The educational game made possible the practice of the intellect, attention, power of analysis, awakening of the imagination and other dimensions of the human being, as well as the sensitization about the selective garbage collection in the Tocantins river, providing a more pleasant education.
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