Primary and Secondary Stakeholders

Stakeholders

The MathifyMe dissemination strategy aims to engage various stakeholders to ensure wide adoption and sustainability of the project's outputs. Tailoring communication methods to each audience maximizes impact.

Stakeholders

Key stakeholder groups

MathifyMe brings together a broad network of learners, educators, institutions, families, and policy actors who each influence how maths anxiety is understood and addressed in practice. Identifying these groups clearly helps the project communicate its value in a more focused and effective way.

This overview shows who the project speaks to, why each audience matters, and how different stakeholder groups support adoption, classroom implementation, long-term sustainability, and wider educational impact.

Student standing by a chalkboard with chalk
  • Primary and Middle School Students: central focus and direct end-users of the MathifyMe digital game.
  • Mathematics Teachers: key facilitators in classrooms and participants in the TPD programme.
  • Schools, Teacher Training Colleges, and Universities: institutional adopters of the MathifyMe game and training resources.
  • Parents and Guardians: indirect stakeholders invested in improved academic performance and reduced stress.
  • Consortium Partners: co-creators and implementers of MathifyMe tools and activities.
  • Policy Makers and Regional Education Authorities: decision-makers interested in systemic adoption of MathifyMe outputs.
  • NGOs, Researchers, and EdTech Companies: external amplifiers that can scale, validate, and extend project impact.

Stakeholders

Primary Stakeholders

Direct end-users of the MathifyMe digital game, which is designed to reduce stress and improve the learning experience in mathematics.

Students

Who: Primary and middle school students who experience math anxiety (MA).

Role: End-users of the MathifyMe game.

Interest: They directly benefit from tools that reduce stress and improve learning in mathematics.

Teachers

Who: Primary and middle school mathematics teachers.

Role: Facilitators implementing the MathifyMe game and participating in the Teachers' Professional Development (TPD) program.

Interest: They gain skills and tools to support students with math anxiety.

Stakeholders

Secondary Stakeholders

By integrating MathifyMe into their curriculum, these stakeholders can enhance teaching methodologies and address challenges related to math anxiety.

Educational Institutions

Who: Schools, teacher training colleges, and universities.

Role: Institutional adopters of the MathifyMe game and TPD program.

Interest: They can enhance mathematics education quality and foster inclusive learning environments.

Parents and Guardians

Who: Parents of students with MA.

Role: They support students in using the game and understanding its benefits.

Interest: They are interested in improved academic performance and reduced anxiety for their children.

Project Partners

Who: Organizations and universities such as The University of Malta, Amsterdam University of Applied Sciences, and Schole.

Role: Co-creators and implementers of project activities and tools.

Interest: They ensure successful project execution and contribute expertise.

Stakeholders

Tertiary Stakeholders

These audiences help scale the project, validate its impact, and connect MathifyMe with broader education and innovation ecosystems.

Policymakers and Education Authorities

Who: Ministries of Education and regional education authorities.

Role: Decision-makers integrating MathifyMe tools into education systems.

Interest: They address systemic challenges like MA and improve educational outcomes.

Non-Governmental Organizations (NGOs)

Who: Organizations focused on education, mental health, and child development.

Role: They promote MathifyMe tools to underserved communities.

Interest: They support equitable access to educational tools and address mental health issues.

Academic and Research Communities

Who: Researchers and scholars in education, psychology, and EdTech.

Role: They analyze project impact and contribute to evidence-based practices.

Interest: They advance research on math anxiety and innovative educational tools.

Educational Technology (EdTech) Companies

Who: Developers of digital learning platforms or tools.

Role: Potential partners for scaling or enhancing the MathifyMe game.

Interest: They can explore new markets and expand product portfolios.