Project
Making maths more accessible using Game-based learning to create
a more inclusive and less stressful environment in the learning of maths

Project results and activities
Mathematical skills are essential for life, but many experience mathematics anxiety (MA), a negative reaction that can be debilitating. MA is common from elementary school to university, leading some capable individuals to avoid math-related careers altogether.
Project aims/objectives
Project results and other outcomes
Tangible results
Intangible results
- Activities

Project Management
The project is headed by a Project Coordinator (AUAS) and supported by three structures:
Quality Assurance
Steering Committee
Advisory Committee
Digital Game
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.
- Impact
- Goals
- Tangible Results
- Intangible Results
- Activities

The Teacher Professional Development (TPD)
Impact
Goals
Tangible Results
Intangible Results
- Design and Implementation of TPD Programme
Dissemination & Sustainability
- Project webpage
- News articles
- Promotional video
- Posters and other communication materials
- Utilisation of social media
- Organising final events
- Running e-Twinning project
- Presentation of the MathifyMe game and TPD at conferences