MathifyMe

Project

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

image

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
image

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
image

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