MathifyMe's Unique Contribution

Project Overview

This plan outlines strategic actions for disseminating the project's activities and ensuring sustainability post-project. It facilitates information exchange among partners, aiming for adaptive and flexible criteria to improve communication of key findings.

At a Glance

How MathifyMe responds to maths anxiety

The MathifyMe project aims to raise awareness about maths anxiety (MA) among teachers and students, promoting positive attitudes towards teaching and learning maths. The goal is to reduce MA prevalence in students by providing effective tools and strategies. The project focuses on developing a customizable digital learning game for primary and middle school teachers to support students struggling with MA. Unlike many digital learning tools, MathifyMe explicitly targets MA with an engaging, interactive approach.

Raise awareness

Help teachers and students better understand maths anxiety and build more positive attitudes toward learning maths.

Reduce prevalence

Support students with effective tools and practical strategies that can lower the impact of maths anxiety in everyday learning.

Customizable game

Develop a flexible digital learning game that primary and middle school teachers can adapt to their classroom needs.

Interactive support

Offer a focused alternative to generic digital tools by explicitly addressing maths anxiety through engaging interaction.

MathifyMe's Unique Contribution

Strategy Type

Psychological Approaches

Integrates mindset-shifting elements within an interactive, low-stress game environment

Pedagogical Strategies

Uses game-based problem-solving to make math less intimidating

Teacher Training

Fully integrated TPD program to train teachers specifically on addressing MA

Technological Interventions

Focuses specifically on math anxiety reduction

Long-Term Sustainability

Open-access repository + e-Twinning network to ensure continued use and improvement

Project Overview

Building the foundation

01

Co-design and planning

A multidisciplinary team collaborates with students and teachers to co-design the MathifyMe game. A comprehensive needs analysis will guide the process, identifying causes of maths anxiety (MA) and best practices for addressing it. A Teachers' Professional Development (TPD) programme will be created to equip educators with the necessary skills to use and adapt the game effectively. Dissemination efforts will ensure the project's resources reach a wide audience.

02

Expected outcomes

The project will deliver a report and a visually engaging brochure on maths anxiety, together with strategies to mitigate it. It will also support the public release of the MathifyMe Digital Game, share field test results, and provide a video guide for educators. In addition, the Teachers' Professional Development programme will support 100 teachers in participating countries and remain available for wider use.

03

Supportive learning environment

The project aims to create a supportive and engaging learning environment that helps lower maths anxiety and improve mathematical experiences for students globally.

Project implementation and expected outcomes

Co-Funded by the Erasmus+ Programme of the European Union

Project Funding and Support

European Emblem

All materials must feature the EU flag and spell out the name of the European Union in full. This requirement applies to training materials, the project website, videos, social media accounts, special events, posters, leaflets, press releases, and more.

Erasmus+ Logo and Acknowledgment

All materials must include the Erasmus+ logo and the following acknowledgment: 'Co-funded by the Erasmus+ Programme of the European Union.' This ensures that the project's activities and the EU's support are clearly communicated to all stakeholders and audiences.

Co-funded by the Erasmus+ Programme of the European Union