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SmartMaths

2015-1-ES01-KA219-0163162015Strategic Partnerships for Schools Onlyfinalized
Countries: ES|IT|UK|EE · Grant: €84,611
Entrepreneurial learning - entrepreneurship educationKey Competences (incl. mathematics and literacy) - basic skillsQuality Improvement Institutions and/or methods (incl. school development)

Project summary

The project´s main objective is to apply gamification to the educational field, using ludic activities to learn. It’s a perfect cooperative tool which will allow us to bring Maths closer to our students. An active and creative Maths learning facilitates the students incorporation to the labour market, as it helps our students to make decisions, solve problems and fosters their creativity. In addition, the student’s communicative and digital competence are essential as it is a cooperative transnational project. It also improves the cooperative ability and promotes respect towards other people. All the activities expect to promote the Intereuropean dialogue and the knowledge of other languages and also promote the introduction of cooperative learning elements between nations. The main concern of all the partners is to innovate in the Maths teaching methods in order to contribute to strengthen our students entrepreneur spirit. The thematic areas which will be worked are: Numbers, Ratio and Proportion; Geometry and Measure; Algebra, Graphics and Functions; and Probability and Statistics. Each of these will be the topic of an eTwinning project managed by one of the partners. It will be included in many activities destined to their incorporation to our intellectual output. SMARTMATHS Video Game. The selection of the type of game and the design of the “four worlds”, each one referred to a Maths field, will be essential activities in the project´s development. The drawing and short story competition to select the game protagonist and the performance’s plot; The music composition for the game and the performance; the creation of games and questions which will be the trials that our protagonist will have to fulfil; The translation of all the resources in different languages and its publication in our second intellectual output, the education portal. All partners will work on the activities and products in an equitable way during certain periods of time. Each partner will be in charge of its development. The project´s intellectual outputs will be SMARTMATHS game (digital version, mobile application and board game). It allows us to join all the activities carried out during the project. We will publish all the project´s development, the resources and the results in the education portal so as to provide the information to any interested people. The students will be the most favoured ones, as innovation and creativity in the methodology will contribute to improve Maths teaching. Participating in this project will also improve our students' digital and linguistic competence, as they will communicate and work together on different activities. Teachers will also receive a positive benefit from it, as it will affect directly the methodology in Maths lessons. Access to different educational resources, new technological tools and the gamification of Maths will lead to a profound change in the way we understand the teaching of this subject. Mobilities and communication among students, teachers and educational community are a fundamental part in a multilateral project like this, and it will not only contribute to improve linguistic competence but also to acquire a new way of understanding Europe and the society in general. Its impact will affect all families involved and the whole educational community. The project will be disseminated online: project’s education portal, schools’ websites, eTwinning and different social networks. Parents, students and educational community will be able to access all information via these publications or through informative meetings, to which other schools in the area and education inspectors will be invited. The impact will be assessed in an objective way at the school through three different evaluations: initial, intermediate and final. We will take into account the following indicators: increase in the number of students who get good results in Maths; in the interest to get to know other cultures; in the number of teachers and students with an official diploma in a foreign language; in the use of new tools and methodology in the classroom and in the degree of satisfaction of the families. These evaluations will be addressed to teachers, students and families in order to know the real impact of the project. The effort does not end here. European citizenship, teaching of foreign languages and new methodologies that will favour the development of basic competences, new technologies...All these things are necessary nowadays for a student to become a successful professional in the future. We want all this to be a hallmark of our schools. This is why we commit ourselves to continue to keep the education portal a minimum of five years and continue with the eTwinning and incorporate activities, resources and games in the curriculum to ensure the continuity in time, not only for the schools involved, but also for any student, teacher or school that might be interested.

Final report summary

Ours school´s essential need when we contemplated this project was to improve teaching quality. For that reason we thought that it was very important to innovate in methodology. Teaching quality is synonymous of teaching process quality and so, we considered essential the following aspects: cooperative work in the classrooms, key competences development, improvement in the competences evaluation, introducing interdisciplinary projects and all the levels , and integrating in a practical way the use of technologies. From the context we have just introduced, we established the main objective: to apply gamification in the teaching context using ludic activities to learn and applying the rules of the game in the classroom. The objective has been to involve our students offering them new teaching methodologies, fostering effort, determination and collaboration. Learning Mathematics in an active and creative way makes easier the students incorporation to the work world, helping them in fields such as problems resolution, taking decisions and fostering creativity. Having our objectives in mind we selected our partners for this project, five schools from four different countries: Shotton Hall (England), specialized Arts school, Tallina Kesklina Vene Gümnaasium (Estonia) school with great experience in European projects and with great academic results, Discovery School( England)technical school, specialized in STEM subjects, Enrico Fermi(Italy), scientific secondary school which promotes Maths, Physics and Natural Sciences acquisition, Paidos(Spain) this project´s coordinator. All of them share the same educational concerns. The thematic areas worked during the project have been: "Numbers, ratio and proportion", “Measure and Geometry”, “Algebra, Graphics and Functions” and “Statistics and Probability”. In each of these areas the eTwinning project has been divided, sharing all the activities and results. The product has been the SMARTMATHS game which has allowed us to unify all the activities carried out during the project. It has been developed in digital version for the computer, mobile application, video game and board game. The type of game selection and the design of the four worlds, each one referred to a Mathematical field, has been the essential activity for the project´s development. The logo´s contest to select the main character, the short story competition (in which students have explained our character´s adventures in the different worlds), the theatre adaptation, the music composing for the game and the final performance, the games creation and questions, have become trials that our character has had to overcome. In each thematic unit a comparison of curriculums of different countries involved has been done to finish with the round table of the closing ceremony. All that activities and products have been elaborated by the partners in an equitable and organized way during the different periods. All these activities have had the purpose of promoting the intereuropean dialogue and the knowledge of other languages, the introduction of cooperative elements in the learning process between nations and respect to diversity. All these have been carried out with the purpose of the creation of European learning networks which will provide expectations and opportunities to all participants. They have not only learnt Mathematics, but they have improved their creativity, autonomy, confidence, responsibility, solidarity, team spirit and leadership. In that sense, the gamification is a perfect tool of collaboration which has let us get closer to Mathematics and develop these abilities. The project´s development, resources and results have been published in eTwinning, in the partner´s web and in the project´s web in order to provide information to everybody. The activities and final products will be accessible at any time , so that any school can use the project results. Our prediction is to produce different versions of the game creating the “SmartMaths junior” for primary students and other versions for different subjects. We will also translate it to different languages. From this academic year on, we want to develop the SmartMaths trial as a school event with all the partners and we want to open it to other schools. The project´s impact has surpassed all our expectations and for that reason it will be sustainable over time.

Project partners (5)