IMPROVING CREATIVE PROBLEM SOLVING SKILLS IN MATH WITH THE HELP OF GAMES Erasmus Project

General information for the IMPROVING CREATIVE PROBLEM SOLVING
SKILLS IN MATH WITH THE HELP OF GAMES Erasmus Project

IMPROVING CREATIVE PROBLEM SOLVING 
SKILLS IN MATH WITH THE HELP OF GAMES Erasmus Project
September 14, 2022 12:00 am
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Project Title

IMPROVING CREATIVE PROBLEM SOLVING
SKILLS IN MATH WITH THE HELP OF GAMES

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : School Exchange Partnerships

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: Creativity and culture; Key Competences (incl. mathematics and literacy) – basic skills; ICT – new technologies – digital competences

Project Summary

We would like to emphasize that Mathematics is a vital discipline that we in need of it in our daily lives. It gives an opportunity us having an open mind for solutions of the problems. With the help of Math we can find different kinds of solutions for a problem.It also enables us to be in alert avoiding committing unnecessary faults.In addition, In today’s’ world, ıt would not be possible to achieve lots of inventions and discoveries without Math.So, Mathematics has a crucial role to shape the today’s world and advancements of it. As a team: Turkey, Romania,
Latvia, Portugal and Spain we desire to raise awareness of our students ,who are 10-14, about how math makes a significant contribution to the modern society and prepared this project by love.
Since Math is a creative field, in our project we aim to develop students’ creativity through Math by improving their critical thinking and problem solving skills .To develop their original thinking, we planned activities that include different kinds of problems. During the implementation of the activities, they will try to find solutions for the problems , may be they will go wrong, make mistakes but every one of them will find different solutions for the problems.These experiences will enhance their positive attitudes to learn Math and develop intrinsic motivation to find creative solutions to the problems.And all these positive developments will affect life long learning positively.Because life long learning is societal response to the rapidly developing world, the one who is self motivated to search for knowledge for personal or professional reasons will build up skills for social inclusion, active citizenship, competitiveness, and personal development.These are long – term benefits for our students.

We believe that, without hesitation, all the students are teachable but the most important thing is the way and techniques of the teachers. We would like to express that we all inspired by the quote of Napoleon Hill : “It is literally true that you can succeed best and quickest by helping others to succeed.” In our project we aimed to establish autonomous and pear to pear learning environments for our students. We will just outline the activities and all the students will take their own responsibilities.Ehrman describes teacher‟s roles in these learning environments as : “If the classroom is a stage in a theater, and students are actors, what is teacher? The teacher is many people in theater: director, prompter, coach ,scriptwriter, audience, and above all, another actor.” So we will arrange the activities , rules, evaluations so that our students will be able to learn with collaboration.

As a methodology we use gamification in educational context in our project activities and this method has many advantages to achieve our project goals. It will promote the engagement and motivation of our students and it will boost enjoyment (so our students will have positive attitude to the games and learning Math).Playing games is so natural for the 10-14 age group of students and they are familiar with playing games.Equally important that the transition of knowledge will be so smooth,fun and interactive. Moreover, it will give immediate feedback both
students and teachers. So we can give immediate answers to the needs of our students. Furthermore, It will improve the knowledge absorption and retention; while playing games students release endorphins ,so they can easily absorb the knowledge and sent it to the long -term memory thanks to these favorable experiences. Besides , it will give our students opportunity to see the utilizations of math in real world, so they can put their knowledge in use with confidentially in these risk free-environments.

Lastly, we would like to express that in everyday life; while telling time, crossing road, cooking and many more ,we use basic Math disciplines such as additions, substractions, graphics,reasoning ; so in our project, all the activities will be implemented under five main titles : Addition &Subtraction; Multiplication & Division. -Geometry & Spatial sense -Mathematical reasoning. -Measurement-Data & Graphingıng. Each partner prepared different activities under these titles and all the activities were explained in the form in detail. So, in this project,we aim to distract attraction of the students with these fun Math games .As a result, at the end of this Erasmus Project, we will succeed to develop innovative problem solving skills in our students.

EU Grant (Eur)

Funding of the project from EU: 179400 Eur

Project Coordinator

FUNDACION PATRONATO AVEMARIANO DE GRANADA & Country: ES

Project Partners

  • Valmieras pilsetas pasvaldibas Valmieras Gaujas krasta vidusskola attistibas centrs
  • Agrupamento de Escolas do Barreiro
  • Colegiul National “Spiru Haret”
  • TOROS ORTAOKULU
  • ONCU KOLEJ BATIKENT ORTAOKULU