This paper presents a mobile application that supports the learning process of mathematics for fifth grade students, which specifically focuses on the practice of fractions through a series of different games, such as determining if a fraction is less, greater or equals to another fraction; distributing a pizza in fractions; weighing fractions of watermelons; making equivalent fractions; among others. A comparative analysis of existing mobile applications is provided, which is based on some relevant features, such as the types of operations included, the game modes supported, the interactivity of games, the support for two players in the games, the orientation of the games to fractions, the cost of use, the possibility to drag and drop elements in the games of the mobile application, the orientation to fifth grade students, among others. Given that information and communication technologies and ludic are two elements that can provide benefits when incorporated into the teaching and learning processes, this paper also examines different studies that review the impact of mobile devices for designing effective learning experiences in the field of mathematics, the difference between traditional teaching training and the use of electronic devices, and the use of ludic as a component that could benefit the teaching and learning processes through games or entertainment activities.
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