Activities

Intellectual Outputs

IO1: The MATH Training Concept

The training concept will be the basis for developing the educational approach. For this output the partners will perform a curricular analysis, research on training basic math skills, the development of game concept, and they will write several publications. The research is crucial because the consortium needs to have a detailed understanding of how to blend game elements with the training of basic math skills so that the game development will be based on scientific principles. The consortium intends to take a close look at the problems that learners have in schools regarding basic math skills so that they gain a deep understanding of what is demanded of the learners and how the shortcoming can be addressed efficiently when using an alternative learning system. From the research results the consortium will create a concept that merges the training of the specifically identified needs with fun game elements. This is a crucial step that requires the close cooperation between all partners, drawing on the expertise of all.

The result is not only an important basis for building the game, it is also the key to transferring the knowledge to other projects. The research results and the resulting concept will make it possible to understand how gamified learning can be fostered using the game approach, thus making it possible to create other approaches in other fields.

A1 Curricular analysis:
In all partner countries acquiring basic math skills is integrated into the formal education system, and it is important to look at and understand the different expectations in the partner countries and the different methods that are used. This will serve as a basis for translating the approach to an approach based on enjoyment and creating a different way of learning. The information in all partner countries will be collected and entered into an overview document.

A2 Research on training basic math skills:
In this activity the consortium will exchange good practices and then take a wider look at modern approaches and methods in mathematics and in game-based learning in order to develop an approach that takes advantage of the most promising results. Research will result in research reports that can be shared among the partners.

A3 Creating a didactic concept:
The didactic concept is a blueprint that explains the methods used in the learning process and how the learning process works. It is an essential part of the entire approach and allows the transfer of knowledge gained in the project to other fields and other projects. It will be published as part of the math training concept.

A4 Development of game concept:
The game concept is important for maximizing the attractiveness and for motivating the learners to use the app. It will be developed in a game design process managed by Ingenious Knowledge with heavy involvement of the partners with practical experience. The game concept will describe how the game is played, what the game objectives are, which elements make it attractive and engaging, and how to encourage the learners to share it with others. It also describes in detail the challenge mode which lets the player challenge others and get others involved.

A5 Publications:
With the knowledge gained and the concepts that are created in this IO the partners will write several publications (such as scientific articles in journals) that are important for making the results relevant for others. For some target groups the publications serve as a background for better understanding the approach (parents, teachers, etc.). For the target group of the scientific community they serve as an introduction to transfer the project result to further developments in other fields.

 

IO2: The MATH Game APP

The math training app will be the most important result of the project. The app will be created on iOS and it will be ported to Android and made available in all major app stores for free.
The app will be an immersive game that meets the standards of modern entertainment games regarding the functionality and the graphics and sounds.
The game will challenge the player to climb mountains of different difficulty levels, which is done by solving math equations while the player’s avatar moves up the slope towards the summit. Players risk falling if they answer too many equations incorrectly or if they take too long. The mountain’s slope indicates the difficulty. Players can practice on different mountains and earn awards or they can challenge their friends in a competitive mode in which both climbers will be shown side by side when the friend who accepts the challenge plays the game and tries to win the race to the top.
The game will be tested in order to make sure that it is engaging and fun enough. Some dissemination materials will be needed in order to explain the approach to parents.
The game will be available in all project languages.

A1 App programming:
This activity consists of writing source code (classes and methods that make the app behave in the way planned in the game concept).

A2 Graphics, animations, sound and UI design:
This activity consists of creating graphics and animations for the game and designing a user interface that is intuitive and can be used without any instructions. The game requires quite a number of background graphics, sprites (which are animated objects that move across the screen), and information screens to display scores, a choice of mountains, lists of challengers, challenge results, etc. It also requires sounds and music that needs to be composed.

A3 Usability test and evaluation:
The interface and the functions will have to undergo a usability test which is a structured approach that takes test users through a list of questions while performing actions with the app. The usability test is a specific and very important part of the development process and also part of the formative evaluation. More evaluation will be used at different stages of the development process to get direct feedback that can be used for improving the game.

A4 Content creation:
The content of the app, meaning the equations and tasks, will have to be developed. This will be done in digital documents that will be integrated into the app.

A5 Redesign:
The redesign activity is used to solve the problems that became evident during the testing phase. It will involve more programming and making changes to the source code. It might also involve creating or changing graphics.

A6 Creating dissemination materials:
The consortium will write texts, create graphics, and put together postcards and brochures that will help with the dissemination activities. They will be targeted at different target groups (see dissemination).

A7 Translating:
Since all materials and the app will be created in English as a common language that the consortium shares there need to be some translation activities. All partners have good enough language skills to translate from English into their native language. Translations include game contents and texts used for dissemination.

A8 Networking and dissemination activities:
The finished result will be actively shared through networks and targeted dissemination activities (see planned activities under dissemination). The consortium places great value in the dissemination because it creates a solution which is highly scalable and can use its full potential when it gets into the hands of millions of learners.
One of the most time consuming activities will consist of creating the videos for the YouTube channel that is planned. Some videos will be targeted at students others at parents and teachers, and they will encourage learners to try the game based math learning approach.

 

IO3: Handbook and trial

The handbook will be needed in order to make the didactical concept available, understandable, and usable by teachers. It will be a guide for them that suggests different ways of optimizing learning results for their students, ways of motivating those who had bad experiences with learning expectations, methods for working with students with low math skills, etc.

In the trial the project results will be put into action; The handbook will find its way into the hands of teachers and the app will be given to a large number of students The consortium intends to make the trial big, involving press and staging competitive events. During this rollout the game app as well as the handbook will be evaluated and improved by the consortium if necessary.

A 1 Content design:
This activity consists of writing an introduction, explanations, and best practice reports as well as designing materials for specifically using the game app with disadvantaged learners and those who couldcontent design:
This activity consists of writing an introduction, explanations, and best practice reports as well as designing materials for specifically using the game app with disadvantaged learners and those who could hugely benefit from non-traditional skill training. The content will be hugely valuable for systematically making use of the game in education.

A2 Illustrations and graphic design:
The handbook will get a professional layout with illustrations to make it attractive and easy to read. Making it look good is important for encouraging teachers to read it and earn about the potential of the game-based approach.

A3 Translations:
The handbook will be translated into all project languages. The original design will be in English because it is the project language that all partners understand. All partners have the language skills to translate it into their native language.

A4 Trial run:
When the handbook is ready it will be widely distributed and the consortium will implement a large scale trial run during which learners will be encouraged to compete with each other on an international level. The trial run will show how well the handbook supports the teachers but also how well the app works on a large scale. The intention is to reach thousands of learners all over Europe. After the smaller tests during the production tests this is the activity that ensures that the game will be able to stand on its own and that teachers know how to use it. It’s the final step before sharing the game with the world.

A5 Formative and summative evaluation:
During the entire project the way that teachers and students are supported will be observed and evaluated. The evaluation serves as a way of improving the approach and the support materials (the handbook), but it also serves as a way of determining if the consortium has managed to reach its final goal. The evaluation uses mainly surveys and interviews.

A6 Campaign to spread the app throughout Europe:
In order to launch the trial run the consortium will have to spread the handbook to schools and teachers all over Europe, and it will have to share the app with thousands of young learners. This activity consists of all the preparations for this campaign, including direct talk with other organizations, drawing up launch plans, and creating quick introductions if necessary. hugely benefit from non-traditional skill training. The content will be hugely valuable for systematically making use of the game in education.