INNOVACIÓN, TIC Y MATEMÁTICAS Erasmus Project
General information for the INNOVACIÓN, TIC Y MATEMÁTICAS Erasmus Project
Project Title
INNOVACIÓN, TIC Y MATEMÁTICAS
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 2019
Project Topics
This project is related with these Project Topics: New innovative curricula/educational methods/development of training courses; ICT – new technologies – digital competences; Key Competences (incl. mathematics and literacy) – basic skills
Project Summary
One of the key teaching competences for the 21st century is mathematical competence and basic competences in science and technology.
The three schools involved have found it necessary to review traditional teaching methods in order to introduce new innovative ways of teaching mathematics. We want to introduce innovative programs for schools and take maths outside the classroom, and make links with other disciplines like computer studies, science, biology or applied statistics.
One of the main reasons that motivated us to design this project was the high number of students in our schools, who consider mathematics to be boring, difficult to learn and not very useful in everyday life nowadays. Through our common project we intend to increase students’ awareness and interest in learning mathematics, improve mathematical skills such as abstraction, generalization and algorithmic thinking.
Specific objectives:
OE1. Select 9 teachers (three from each county) to develop innovative materials.
OE2. Select 18 students (6 from each country) to try out these innovative materials.
OE3. Develop mathematical competences (abstraction, generalization and algorithmic thinking) to improve students’ future learning and share our results with other European schools using educational social networks (eTwinning, twitter, etc.).
OE4. Stimulate curiosity and creativity in students, connect mathematics with other disciplines and real life through Inquiry-Based Learning and Cooperative Learning.
OE5. Improve competence in foreign languages for all students involved in the project.
OE6. Use gamification in the classroom (Kahoot and Socrative, among others) to get students to learn mathematical concepts through games.
OE7. Make use of Flipped Classroom methodology to encourage students to participate in their own learning.
Our project aims to increase motivation for mathematics using the methodology of Inquiry-Based Learning. Thus, we will connect mathematics with real life, recognizing the importance of it in our lives and for our development. In addition, the active methodologies indicated above will be used: Gamification, Flipped Classroom and Cooperative Learning.
The “Innovation, ICT and Mathematics” project is aimed at students from three European countries with an approximate age of 15 (3rd year of ESO (compulsory secondary education).
Three mobilities of students and teachers have been planned (Spain, Romania and the Czech Republic). The total number of participants that will attend the mobilities will be 18 students and nine teachers.
The project promotes an innovative approach that will lead to an increase in the interest and motivation of students in learning mathematics. The activities are designed to encourage learning through practice and through discovery, improve thinking skills and enhance creativity, imagination, algorithmic thinking, abstraction, generalization, English and ICT skills in students.
All products for the project will be created before, during and after the mobilities. During the mobilities, as well as attending the workshops, the partners will have the opportunity to attend other classes, where they will observe and exchange good classroom practice and become more familiar with the different European educational systems.
The following tangible results will be produced during the project: project app and logo, Facebook page, calendar, project report and brochure, GeoGebra practices for learning Geometry, Scratch practices and App Inventor for learning algebra and algorithms, Wiris practice to learn arithmetic, Kahoot, Socrative and Quizziz questionnaires to gamify the maths classroom while evaluating what has been learned, creation of student videos in which mathematical relations with other disciplines are explained, use of Flipped Classroom methodology and individual journals written about the mobility experiences.
The expected intangible results are: an increase in mathematical competence, an improvement in the students’ academic results in mathematics, the stimulation of student creativity learning of mathematics, an increase in student motivation and the introduction of new learning methodology in the educational process such as Inquiry-Based Learning, Cooperative Learning, Gamification or Flipped Classroom.
EU Grant (Eur)
Funding of the project from EU: 55360 Eur
Project Coordinator
IES CALDERON DE LA BARCA & Country: ES
Project Partners
- Colegiul Tehnic “General Gheorghe Magheru”
- Stredni zdravotnicka skola a Vyssi odborna skola zdravotnicka, Plzen, Karlovarska 99

