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ABOUT

MARE
MARE

       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 eTwinning project managed by one of the partners. It will be included in many activities destined to their incorporation to our intellectual output the interactive Math Road Map. The selection of the type of activities which we are going to use referred to a Maths field, will be essential procedures in the project's development. The selection of the problems that our students are going to create, the presentations of the most important mathematicians of each country, are some of the activities that will construct the Math Road Map. 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. 

OBJECTIVES

OBJETIVOS

        This project stems from the need to innovate in the methodology of teaching mathematics in order to promote the inclusion and participation of all students and help children learn effectively. The application of techniques to improve the performance of students through more efficient methods facilitates the integration of students with difficulties in the learning process, thus reducing early school leaving.
       For this reason, and without forgetting the curriculum content, a major goal of this project is to apply game in the educational procedure, using entertaining activities during the learning-teaching process or bring into the classroom the organization and rules of a game with the aim of getting students more involved and offer them a different way of learning, encouraging their effort, assertiveness and collaboration. It important to address learning goals through a variety of child-directed play methods, including free play and guided play. Our major aspect is to prove that playful learning is an alternative and powerful pedagogical approach.

   WORK METHOD

METODO

EXPECTED RESULTS

        The Maths curriculum contents which will be worked in the project have been divided in 4 fundamental content blocks. We will create activities, questions and games for each of them. These activities will let us work Maths in a ludic and constructive way. We will create educational resources which will help us motivating our students in a more innovative and effective way. Playful learning, with its scaffolding via appropriate materials and guidance, may help create a positive stance toward learning. That stance may, in turn, result in significantly increased learning.

        The thematic areas which will be worked with our partners are: 
First school year
1. “ MATH and I” : This part is very important because through an etwinning program our students will have a first acquaintance with their foreign schoolmates. The execution of the program will give the opportunity our students to meet via Internet and exchange opinions about their everyday life (family, friends, routines, hobby, interests) and the importance of math lesson and Maths generally. In this part we will try to develop the mathematical thinking and to use this knowledge in order to illustrate
I was little until today-learning and critical analysis of educational opportunities had in the past.

2. “ MATH Problems”: Therefore, an active and creative teaching of mathematics is certainly more effective. This project gives the opportunity to our students to be able to formulate, to invent math problems linked with their world (youth, environment, work, future). From a point of view it facilitates students, as it encourages making decisions, improve the ability to solve problems and creativity; improves cooperation with and respect others; promotes motivation and interest in studying and learning; consolidates knowledge; and may propose roles or actual situations that will prepare students for life.

Second school year
3. “ ROAD MATH in each city/country and around Europe": All activities intend to promote inter-European dialogue and knowledge of other languages, and the introduction of elements of cooperative learning among nations, respect for diversity with student-geared activities that give them a broader dimension of reality. This is particularly relevant in the case of groups such as young people, as we work with the aim of creating European learning networks that give them a new horizon of expectations and unexplored opportunities. Furthermore, we must stress the importance of improving the communicative and digital competences among our students, being this a transnational project of a cooperative nature in which the resolution of activities, creation of products and communication between students through social networks will be essential before, after and during mobilities.

4. “ FUNNY MATH makes me happy”: The biggest concern of all partners involved in this project is, therefore, innovation in the methodology of teaching mathematics so that this subject can contribute to strengthening the entrepreneurial spirit of our students. They will learn Maths and at the same time increase their creativity, autonomy, confidence, sense of responsibility, solidarity, team spirit and leadership. In this sense, learning by playing is a perfect tool for cooperative work that will allow us to bring mathematics closer to students and develop all these skills.

       Each of these areas will be the topic of eTwinning project managed by one of the partners every semester. It will be included in many activities destined to their incorporation to our intellectual output.

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       The project's intellectual outputs will be the interactive Math Road Map . 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 favored 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.

PARTNERS

              IES GUÍA

GRAN CANARIA - SPAIN

      IIS ENRICO FERMI

MONTESARCHIO - ITALY

  WILLIAM GLADSTONE

      SOFIA - BULGARIA

         GUMNASIO AND   HIGHSCHOOL OF SKRIPERO

        CORFU - GREECE

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