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Innovative Mathematics Education Through Educational Games and Gamification Method

2023-1-BG01-KA210-SCH-0001578032023Small-scale partnerships in school educationfinalized
Countries: BG|RO|TR|ES · Grant: €60,000
Preventing early school leaving and failure in educationDigital skills and competencesNew learning and teaching methods and approaches

Objectives

By applying for Erasmus+ support, we aimed to access the expertise of international partners, develop high-quality materials, and ensure broad dissemination of the results at a European level. First and foremost, we wanted to make learning enjoyable and build a positive mindset toward mathematics to improve student's mathematical achievelent. We planned to train at least 12 mathematics teachers in gamification methods, enabling them to adopt new tools and strategies that better meet the needs of today’s digital-native students. We aimed to produce a guidebook with at least 36 educational games (board games, escape games, digital games, narrative games, and Web 2.0 tools), available in English and in all partner languages beyond the project's lifetime. Last, but not least, we aimed at having both students and teachers developing transversal skills such as creativity, critical thinking, collaboration, and communication, as well as digital competences that are essential for the 21st century. The European dimension of education meant that we needed to exchange practices, increase the visibility of our schools across Europe and disseminate project results in various edicational milieus.

Background

We applied for this project because we recognized an urgent need to address low achievement and motivation in mathematics, especially among learners of different ages. Across our partner countries PISA results and school surveys highlighted consistent challenges: students perceive mathematics as difficult, boring, and disconnected from their real lives. At the same time, today’s learners are digital natives, who expect modern, engaging methods of teaching. Teachers also expressed a need to adopt innovative approaches to better connect with students. Research shows that gamification significantly improves student motivation, engagement, and performance. Therefore, our IMET Games project was designed to use gamification as a creative and inclusive way to improve mathematical achievement, reduce anxiety toward the subject, create a positive learning environment with a focus on students with learning difficulties, produce sustainable resources in the form of a guidebook with 36 educational games and promote key competences alongside digital skills. Our transnational collaboration ensures increased visibility at European level and that the project results are applicable in diverse educational contexts.

Project partners (4)