MathifyMe

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.

  • Primary and Middle School StudentsCentral focus; direct end-users of the MathifyMe digital game to reduce stress and improve learning in mathematics.

  • Mathematics TeachersKey facilitators in classrooms; participants in the Teachers’ Professional Development (TPD) program to support students with MA and create an inclusive learning environment.

  • Schools, Teacher Training Colleges, and UniversitiesInstitutional stakeholders that can adopt the MathifyMe game and TPD program to enhance teaching methodologies and address math anxiety.

  • Parents and GuardiansIndirect stakeholders supporting their children’s use of MathifyMe, invested in improved academic performance and reduced stress.

  • Consortium PartnersCo-creators and implementers of MathifyMe tools, bringing expertise and resources to the project.

  • Policy Makers and Regional Education AuthoritiesTertiary stakeholders; key decision-makers interested in integrating MathifyMe tools into education systems to address systemic challenges like math anxiety.

  • NGOs, Researchers, and EdTech CompaniesNGOs advocate for the project in underserved communities; researchers analyze effectiveness; EdTech companies explore collaboration and market expansion opportunities.

Primary Stakeholders

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

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• Who: Primary and middle school students who experience math anxiety (MA).
• Role: End-users of the MathifyMe game.

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• Who: Primary and middle school mathematics teachers.
• Role: Facilitators implementing the MathifyMe game and participating in the Teachers’ Professional Development (TPD) program.

Secondary Stakeholders

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

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• Who: Schools, teacher training colleges, and universities.
• Role: Institutional adopters of the MathifyMe game and TPD program.

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• Who: Parents of students with MA.
• Role: Support students in using the game and understanding its benefits.

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• Who: Organizations and universities (e.g., The University of Malta, Amsterdam University of Applied Sciences, Scholé).
• Role: Co-creators and implementers of project activities and tools.

Tertiary Stakeholders

Key decision-makers interested in integrating MathifyMe tools into education systems to address systemic challenges like math anxiety.

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• Who: Ministries of Education and regional education authorities.
• Role: Decision-makers integrating MathifyMe tools into education systems.

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• Who: Organizations focused on education, mental health, and child development.
• Role: Promote MathifyMe tools to underserved communities.

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• Who: Researchers and scholars in education, psychology, and EdTech.
• Role: Analyze project impact and contribute to evidence-based practices.

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• Who: Developers of digital learning platforms or tools.
• Role: Potential partners for scaling or enhancing the MathifyMe game.

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