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"<< Background >>M@THGAN- Effective Ways of Teaching Mathematics through Technology ,Game , Art and Nature is a project that brings together 6 partner organizations: an association of teachers (RO) ,a technical expert with extensive experienced staffs(NO), an association of culture and education (PL) ,an expert on delivering tools and services of non-formal game-based education( GR), a NGO which target group is mainly disadvantaged groups (IT) and a newcomer in the programme (TR), that collaborates with national authorities.Digital agenda for Europe- Mathematics for Europe (https://ec.europa.eu/futurium/en/system/files/ged/finalreport_maths.pdf) defined mathematics as ""a soil in which other sciences, technologies and applications are deeply rooted, if we have good fruit and harvest, the soil must be cared for. The future sciences will need this new soil to grow, they will need new MATHEMATICS."" Though this truth, it is obviously known that the perception of “Math lesson” among students, teachers and the society is unfortunately on the negative side. In many classrooms , students continue to learn mathematics through instructions that teach rote procedural skills without connecting mathematical concepts. The last report published on OECD.org (https://www.oecd.org/pisa/publications/pisa-2018-results.htm ) verifies that our students performances in Mathematics isn’t satisfying. Except PL and NO, the other project partner countries have low attainments of pupils in math. The mentioned EU reports showed that these problems are closely related with the lack of mathematic teachers’ competencies, especially digital, and their ability to use attractive teaching methods based on ICT which enable to promote attractive learning of math.That's why the M@THGAN project aims to gain a positive attitude towards mathematics and to change the teaching way of Mathematics. We would like to show the students that Math is everywhere in our surroundings and if we want to understand Mathematics , we can find it in our daily lives. By this way students will learn to use Mathematics to solve daily problems.Our main priority is serving our future, it means that without changing the perception of education according to the needs of the world, we may not take our seat among the developed countries. To succeed in these desires, we should invest in education and produce new projects and strengthen teachers who have significant roles .Teachers should acquire the competence to justify, plan, and execute mathematics teaching as well as identifying, evaluating and develop teaching materials with the aim of tackling low achievement of students and attitudes towards mathematics, motivating and inspiring their involvement in mathematical activities and dealing with their difficulties in Mathematics.<< Objectives >>M@THGAN project focuses on improving effective teaching ways of MATHEMATICS through TECHNOLOGY, GAME, ART and NATURE.The specific objectives with reference to the direct beneficiaries, teachers and students, are:1) a consolidation of the professional profile of teachers and trainers for the teaching of Mathematics skills in Primary and Secondary Schools by:-improving their digital competencies to use mobile apps in the teaching process;- adopting innovative digital practices based on ICT usage in order to improve pupils’ mathematical skills and address their under-achievement in math;- strengthening the capacity of math teachers to develop pupils’ critical thinking and creativity through integration of innovative mobile apps based exercises/coding/ gamification and game based learning into teaching process;- supporting math teachers in moving their classroom into nature/ museums, galleries etc in order to help students make sense of ""living mathematics""2) the strengthening of the development of STEAM competences, in particular mathematic, scientific, technological, digital, linked to creativity and innovation, for Primary and Secondary School students by creating a positive attitude towards mathematics.3) share positive experiences and innovative practices in the math teaching practice, based on the networking practice at a European level.4) cooperate with partners in order to improve the way math is being taught in Europe.5) to develop a Classroom activities guideline for teachers 6) to develop a M@THGAN game 7) to develop a MOOC M@THGAN<< Implementation >>For these reasons mentioned above ,we will use pedagogical practices that promote mathematical proficiency and use of ICT, use of outdoor activities, nature, museums, galleries, games and gamification in order to carry out this project. While doing this, we will combine many methods and techniques as our methodology although we will mostly use project -based and game- based learning as well as active learning and ICT based learning for project activities.During the M@THGAN ,we will have 3 TPMs, 4 LTT activities as short term joint staff event.1.LTT ""Boosting your students’ computational Thinking / Using Coding"" in Greece2.LTT ""Using Games and Gamification"" in Italy3.LTT ""The world around us is our learning place ! Museums/ Galleries and Cultural Heritage"" and in Poland4.LTT ""MOOC M@THGAN- How to use MOOC"" in NorwayWe will create intellectual outputs according to our project's aims.To promote our project outputs we will organize 6 multiplier events. These events will have significant roles for not just promoting the valuable outputs but also introducing the participants that the Erasmus programmes gives us this kind of opportunities. Thanks to Erasmus programmes , we will be able to improve our competences and be active in society.We will carry out many other local activities such as pilot testings, workshops for teachers after each LTT activity, seminars to raise awareness about tackling low achievement of MATHEMATİCS, launching events, setting Math corners, carrying out eTwinning Project to reach wider target groups.<< Results >>R1 is ""Classroom Activities Guide – How can Teachers Involve Technology, Games and Art into Mathematics Teaching"" ,R2 is "" M@THGAN Game” with printed and online version andR3 is “MOOC M@THGAN Platform - Online Teacher Training Course"".With respect to the general medium-long term impacts, the project:1. will promote awareness on the necessity of improving the the quality of teaching math in different levels of education2. will support teachers to gain new teaching skills/ methods etc, and motivate them to use new pedagogical methodologies and innovative learningenvironments in their classrooms3. will support students to develop deep mathematical understanding, to acquire key competences that are essential for lifelong learning and to through a series of activities planned in the testing phase of R1 and R24. will lead to better academic results of students in PISA and national exams5. will create a better classroom environment and a greater satisfaction of the educational community.Teachers will be intentionally active in this process and change their teaching methods according to 21st century’s and generation of Alpha and Z's needs and our students will learn the reason for learning Math as understanding the world! While having fun, they will improve their critical thinking, problem solving, creativity, reasoning skills as well as mathematical skills.Through this project we will help students with low achievements in maths to acquire the needed skills to mathematics, to increase their appetite for learning scientific disciplines. We aim to change student's perception towards Mathematics and enhance Mathematics teaching with technology, games , nature and art."
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