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To the: school community,  parents,  school webpage, class webpage or blog, social medias,  school journal.

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Monthly, live meeting,  evaluation lists, Google Forms, Padlet, evaluation at the end of the project

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- list of all participating schools

- lots worksheets with tasks

- lots of digital games

- production of material base for future use

- work created by international teams

- worksheets in english and/or in native language

- didactic/methodological comments

- commonly collected resources from the internet

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- researching digital tools that are suitable for math

- use of digital game development tools

- problem solving

- selecting and processing math content that will be used in games

- project-based learning

- collaboration

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Students should get more motivation to learn mathematics.

Students develop more ICT-, social collaborative and language skills (oldest students).
Students will study and repeat mathematical contents well.

Teachers will improve knowledge about relation between art and math

Reacher will exchange and enlarge methodology

Teacher will improve language, ICT and especially web 2.0 competencies

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Schratch , tools for presentation, Make code(for Micro:bit), Quizizz, Kahoot, Plickers, Wordwall, LearningApps, QR code maker and reader and other digital tool , collaboration tools

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To increase awareness about gamification.
To produce games for maths lessons.
Programming in Scratch and Arduino mode.
Larning through the game.
Creating digital content.

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The ‘gamification’ of learning allows us to
take the concepts of games, with the associated fun and enjoyment
and combine this with the instruction, practice and feedback that is
necessary for effective learning to occur. Such gamification results in
learners becoming more engaged and importantly in them enjoying
the learning process.

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Age of the pupils: 12 - 15

Used language: english

Duration: 9 months

School type(s): primary