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Reimagining how pupils engage with mathematics

Mathematics is a fundamental subject that helps shape pupils' analytical, problem-solving and logical thinking skills.
boy using a calculator
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Traditional maths teaching methods often focus on rote memorisation and repetitive exercises, which can be a struggle for many pupils. New innovative educational approaches are transforming how mathematics is taught, making it more engaging and relevant.  

Several Erasmus+ projects have introduced innovative approaches to teaching mathematics, incorporating interdisciplinary learning, game-based strategies and digital tools.  

 

Transforming early mathematics through play 

The RecreaMATHS project used non-formal approaches such as game-based pedagogies and experiential learning to introduce mathematics in kindergarten and early primary education. Instead of traditional numeracy drills, it emphasised the ‘language of mathematics’, promoting understanding of key concepts through interactive activities.  

Non-formal learning focuses on the empowerment of the learner to achieve more and challenges both the pupil and the educator to come up with ideas, and to listen to as well as argue with each other. 

The benefits of introducing non-formal approaches include 

  • experimenting and taking responsibilities  
  • developing enthusiasm and curiosity for learning  
  • building decision-making and teamwork skills  

The project produced a methodological guide (available in English, Italian, French and Greek) and 5 ebooks, which offered hands-on approaches to teaching, storytelling techniques and playful learning strategies, to seamlessly integrate mathematical thinking into early childhood education. 

 

Merging mathematics with other disciplines 

The InAMath project focuses on interdisciplinary learning, combining mathematics with science, technology and digital literacy.  

This approach helps to strengthen pupils' critical and analytical thinking and sparks their curiosity about STEM fields. The project aims to equip pupils with mathematical, analytical and technological skills for their future careers using digital technology in real-life situations.  

The main project outputs include 

  • teaching scenarios that combine mathematics with other sciences in an interesting way, to bring mathematics closer to the youngest learners 
  • a Moodle-based e-learning course that provides teachers with training materials and strategies to implement in interdisciplinary teaching 

 

Game-based learning in mathematics 

The GAMMA project introduced game-based learning (GBL) in secondary school classrooms to make lessons more interactive and dynamic.  

Recognising the time pupils already spend on their electronic devices and their familiarity with digital games, the project aimed to enhance their mathematical skills through engaging activities. 

Key outputs include 

These tools were implemented across various European schools, allowing educators to apply GBL in real classroom settings and observe increased pupil engagement. 

 

Exploring mathematics through encryption 

The Code of Mystery project won the eTwinning prize in 2024 thanks to its interdisciplinary approach to combine mathematics, encryption and digital security. Targeting pupils aged 16–19, it connected classrooms across Croatia, Czechia, France, Portugal, Slovakia, Spain and Türkiye.  

Teachers encouraged pupils to solve encryption challenges, which not only reinforced their mathematical reasoning but also introduced them to cybersecurity concepts.  

The pupils first worked in national teams to create a part of a large digital escape game and then, in mixed international teams, they solved the game’s crime by deciphering the mathematical clues. 

Innovative aspects included

  • international teamwork, fostering cultural exchange and communication
  • real-world applications of encryption and coding, demonstrating the practical use of mathematics
  • a mix of digital tools and problem-solving, making math more relevant and applicable

These Erasmus+ and eTwinning projects have helped influence how mathematics is taught in European classrooms. By integrating play-based learning, interdisciplinary approaches, game-based strategies and real-world applications, they have made mathematics more accessible and engaging. Their outputs—methodological guides, digital courses, teaching scenarios and interactive resources—continue to support educators in transforming mathematics education, ensuring that pupils not only understand the subject but also enjoy learning it. 

 

Additional information

  • Education type:
    School Education
  • Evidence:
    N/A
  • Funding source:
    European Funding: Erasmus+ Programme
  • Intervention level:
    N/A
  • Intervention intensity:
    N/A
  • Participating countries:
    Croatia
    Cyprus
    Czechia
    Finland
    France
    Greece
    Italy
    Netherlands
    Portugal
    Slovakia
    Spain
  • Target audience ISCED:
    Primary education (ISCED 1)
    Lower secondary education (ISCED 2)