IMPROVING CREATIVE PROBLEM SOLVING SKILLS IN MATH WITH THE HELP OF GAMES
(Nr. 2020-1-ES01-KA229-082947_5)
Project coordinators: Fundacion Patronato Avemariano De GranadaProject partners:
Valmieras Gaujas krasta vidusskola – attīstības centrs (Latvija)
Oncu Kolej Batikent Ortaokulu (Turcija)
Agrupamento de Escolas do Barreiro(Portugāle)
Toros Ortaokulu (Turcija)
Colegiul National "Spiru Haret" (Rumānija)
Project duration: 01.09.2020. – 31.08.2020.Motivation and needs: As teachers, teaching our students well is our main ambition. We believe that Mathematics enable our students to havemental discipline and it also encourages logical reasoning and mental accuracy. Moreover, mathematical knowledgehas great importance to comprehend the content of other school subjects such as science, foreign languages, socialstudies, even music and art. With the basis of this idea, as secondary school teachers from different countries ,wedecided to be participate in an Erasmus Project to improve the mathematical skills of our students, to change theirpoint of view towards maths ( especially students who think math is difficult therefore have a prejudice against learningmathematics), to help them love Math through educaticational math games.These are great motivations to implementthis project.Main objectives that linked to our priorities such as creativity, improving basic skills on Maths,improving digital competence, and social inclusion in the frame of using creativity and cultural interaction are below:
Students will be able to brainstorm to find solutions.
Students will be able to make evaluations and selections
Students will be able to make an optimal choice
Students will be able to evaluate the merits of possible solutions to a problem.
Students will be able to develop a plan to implement the solutions.
Students will be able to be aware of sequence of steps of Creative Problem Solving
Students will be able to realize how Creative Problem Solving can be used in various areas.
Students will be able to work dynamically and interactively.
Students will be able to use technology with self confidence.
Students will be able to learn and use basic Mathematical terms in English with the help of interactive games.
Target audience: students in age 10-14, including students with special needs.
Šī tīmekļa vietne izmanto sīkdatnes. Piekrītot sīkdatņu izmantošanai, tiks nodrošināta tīmekļa vietnes optimāla darbība. Turpinot vietnes apskati, jūs piekrītat, ka izmantosim sīkdatnes jūsu ierīcē. Savu piekrišanu jūs jebkurā laikā varat atsaukt, nodzēšot saglabātās sīkdatnes. Lasīt vairākPIEKRISTNEPIEKRIST
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