MathifyMe

Impact

  • Prevent math anxiety

    The MathifyMe game is an online tool designed to support the teaching of maths at primary and middle school levels. By incorporating diverse teaching approaches, it meets students’ needs and has the potential to prevent maths anxiety, according to research.
  • Positive impact

    The project positively impacts all partner organisations by integrating the game and its findings into their curriculum and teacher training programs.
  • Global Network

    International use of the game facilitates the widespread dissemination of knowledge related to maths anxiety, the game itself, and professional development through global networks.

Goals

Develop and test the MathifyMe Digital Game, and support its implementation in schools. The game will be customizable, allowing teachers to embed their input, and include learning analytics to provide insights into students’ performance. It will also meet specific requirements identified in the WP 2 needs analysis.

WP’s Specific Objectives (SO):

  1. SO3.1: Co-create, test, and improve the MathifyMe Digital Game based on the needs analysis results.

  2. SO3.2: Provide resources to facilitate and support the implementation of the MathifyMe Digital Game in schools.

Tangible Results

  • Game Concept document: Generic concept of the game

  • Game Specification document: Detailed definition of the game

  • MathifyMe: Online digital game to support maths teaching

  • External testing: Sessions in partner schools to gather feedback from teachers and students

  • MathifyMe Implementation Video-Guide

Intangible Results

  • Empower teachers to use the MathifyMe Digital Game for teaching maths

  • Reduce students’ maths anxiety and increase their interest in the subject

Activities

  • Game Development:

    • Game Concept: Generic concept document based on the game requirements from needs analysis (WP2). (Lead: AUAS)

    • Game Specification: Detailed definition including structure, exemplary math tasks, mechanisms, and other features. (Lead: AUAS)

    • Game and Task Development: Beta & final versions. (Lead: AUAS)

    • Game External Testing Methodology: Finished external testing methodology document. (Lead: SAMK)

    • Game External Testing: Testing sessions in partner schools with feedback from teachers and students, followed by an external testing report. (Lead: SAMK)

    • Game Implementation Video-Guide: Set of videos with guidelines for classroom implementation. (Lead: UNIOS)

  • Virtual Meetings:

    • Game Specifications Meeting: Communication, sharing, and understanding the game specifications, documented with meeting notes. (Lead: AUAS)

    • Game and Task Development Meeting: Consensus on the finalization of the game. (Lead: AUAS)

Project information

Goal

Conduct dissemination activities throughout the project

Project code

2024-1-NL01-KA220-SCH-000254064

Call ​2024​

Key Action 2 (KA220-SCH)

Coordinator

AUAS (Netherland)

Partners

SAMK (Finland), UNIOS (Croatia), UoM (Malta), Scholé (Portugal)

Associated Schools

Associated schools of the City of Pori (FI); Gerrit van der Veen College (NL); St Clare College (MT); Primary school Retfala (UNIOS), Primary school Mladost (UNIOS)

Project duration

36 months, November 1st, 2024 to October 31th, 2026

Location

Finland, Croatia, Malta, Portugal