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It´s Logical, dear Math!

2017-1-PT01-KA219-0357662017Strategic Partnerships for Schools Onlyfinalized
Countries: PT|IT|EL|LT|HU · Grant: €134,815
Key Competences (incl. mathematics and literacy) - basic skillsICT - new technologies - digital competencesEarly School Leaving / combating failure in education

Project summary

The project with the title “It´s Logical, dear Math!” is a partnership project with a duration of three years (September 2017 – August 2020) that aims to develop mathematical and logical thinking using innovative activities and gamification strategies. Prior to the main goal definition, a common set of problems related to the mathematics and logic thinking had been identified as common to all partners: - Low interest and low confidence of students in mathematics and science. - Increasing social and behavioural problems - Implementing the principles of Inclusive Education is an everyday challenge when in every school of the project there is an heterogeneous composition of the student population with different special needs and different learning abilities. - Teachers’ lack of confidence with digital technologies, reduced access to digital technologies, inappropriate training; - Difficulty in relating mathematical thinking to logical and computational thinking. These are the reasons behind this project. We plan to directly involve students from 14-15 years from each school, but we can identify other groups that will participate in the project such as: experts (from universities), teachers from others schools, educators, local authorities, local education boards, scientific communities and families. One vector of this project is to create a competition, mixing the PISA assessment and the national curriculum of each country. This competition will have gamification principles and will happen in two moments: in each country with national teams and, during the mobilities, with students from all the partner countries. All partners should contribute to make this tests, and a very rich debate will be carry during the process. To increase the sense of belonging, it will be the students who create the logo and motto of the project which be the basis for the layout of the website and social media presence. At the same time, we will design of the website and create of logins for each country update with activities. There will be five blended mobilities: Italy (May 2018), Lithuania (October 2018) , Greece (April 2019), Hungary (October 2019) and Portugal (May 2020). These mobilities have three moments: before (virtual mobility), during (Phisical Mobility) and after ((virtual mobility). Associated to each mobility was defined a theme regarding the partner stronger points: 1- algebra and geometry; 2- Cube Game; 3- programing with Scracth, 4- Maths with the Music and 5- Origami. The results of the mobilities are intangible (growth of team spirit, development of intercultural and linguistic competences, development of practical, artistic and motor skills, increment of schools visibility, language skills, environment and sustainability awareness, ICT and coding competences) but also tangible (drawings, exhibition, photos, videos, final report, contest and evaluation). We plan three transnational project meetings (TPM): one at the begging of the project implementation, the second one in the beginning of the second year and the other one at the end. On the first one, to be will be held in Portugal, will be the kick off, all the planning of the project will be done and the tasks and responsibilities will be distributed among all the partners. The second TPM that will be held in Greece, will be the place to make the middle time evaluation and the new year preparation. The last TPM will be held in Lithuania and aims assessing the whole project, preparing the final report to present to the national agency and establish an agreement to make this project sustainable. The results we intend to achieve can be classified in three big groups: direct, indirect and strategic results. Direct results : > Set of assessment test about math and logical thinking produced by all the partners and integrating all the differences and similarities. > the improvement of the quality of the use of the ICT, collaborative online; > videos, presentations and other documents produced throughout the project; > Reports > Lesson plans As indirect and intangible results we can name: >the rise of competences in English; the improvement of the soft skills, > the development of the sense of belonging to Europe > the intensive use of the communication technologies as well as the virtual collaborative methodologies; > Improve the student´s skill in programming; Strategic results > Integration of Gamification in the classrooms >Increase the interest and confidence of students in mathematics and science. > Awareness of the different contents and approaches to math and logical thinking in the classroom. All the outputs will become public and of free access in the different platforms that will sustain the project as well as in the social networks after proper care of all the questions related to the protection of data. After the lifetime of the project, synergies will be found that best enhance the collaboration, and we believe it became sustainable.

Final report summary

The project with the title “It´s Logical, dear Math!” is a partnership project with a duration of three years (September 2017 – August 2020 (extended until December 2020 due the covid-19 situation) that aimnd to develop mathematical and logical thinking using innovative activities and gamification strategies. Prior to the main goal definition, a common set of problems related to the mathematics and logic thinking had been identified as common to all partners: - Low interest and low confidence of students in mathematics and science. - Increasing social and behavioural problems - Implementing the principles of Inclusive Education is an everyday challenge when in every school of the project there is an heterogeneous composition of the student population with different special needs and different learning abilities. - Teachers’ lack of confidence with digital technologies, reduced access to digital technologies, inappropriate training; - Difficulty in relating mathematical thinking to logical and computational thinking. These were the reasons behind this project. During this project we involved students from 14-15 years from each school, but we indentified other groups that will participate in the project such as: experts (from universities), teachers from others schools, educators, local authorities, local education boards, scientific communities and families. One vector of this project was the creation of a create a competition, mixing the PISA assessment and the national curriculum of each country. This competition followed the gamification principles and happened in two moments: in each country with national teams and, during the mobilities, with students from all the partner countries. All partners contributed to create this tests, and a very rich debate was carried during the process. To increase the sense of belonging, it was the students who created the logo and motto of the project which be the basis for the layout of the website, social media presence, and to design our eTwinning space. There was 4 blended mobilities and one virtual mobility. Nevertheless, these mobilities had three moments: before (virtual mobility), during (Phisical Mobility) and after ((virtual mobility). Associated to each mobility was defined a theme regarding the partner stronger points: 1- algebra and geometry; 2- Cube Game; 3- programing with Scracth, 4- Maths with the Music and 5- Origami. The results of the mobilities are intangible (growth of team spirit, development of intercultural and linguistic competences, development of practical, artistic and motor skills, increment of schools visibility, language skills, environment and sustainability awareness, ICT and coding competences) but also tangible (drawings, exhibition, photos, videos, final report, contest and evaluation). It were held 3 transnational project meetings (TPM): one at the begging of the project implementation, the second one in the beginning of the second year and the other one at the end. Again, the last one was totally virtual during the Condiv-19 stuation. The results achieved can be classified in three big groups: direct, indirect and strategic results. Direct results : 10 assessment test about math and logical thinking produced by all the partners and integrating all the differences and similarities. > the improvement of the quality of the use of the ICT, collaborative online; > videos, presentations and other documents produced throughout the project; > Reports As indirect and intangible results we can name: >the rise of competences in English; the improvement of the soft skills, > the development of the sense of belonging to Europe > the intensive use of the communication technologies as well as the virtual collaborative methodologies; > Improve the student´s skill in programming; Strategic results > Integration of Gamification in the classrooms >Increase the interest and confidence of students in mathematics and science. > Awareness of the different contents and approaches to math and logical thinking in the classroom. All the outputs are public and of free access in the different platforms that will sustain the project as well as in the social networks after proper care of all the questions related to the protection of data. After the lifetime of the project, synergies were created to enhance the collaboration, and we believe it became sustainable.

Project partners (5)