Project Details
Description
Mathematical Learning Disorders (MLD) are severe learning challenges related to numeracy that require diagnosis and treatment. In addition to cognitive deficits, some children experience Mathematics Anxiety (MA), which can affect even those without learning difficulties. This anxiety often increases from childhood to adolescence and may be influenced by gender stereotypes, with more reports in girls. Traditional interventions, like musical and cognitive training, often do not directly address MA.
Recent studies on computerized games showed mixed results; some games improved MA and mathematics performance, while others did not. The ARITHMÓS Project utilized two award-winning digital educational games, designed by the STEM-PI team, which had been tested in schools.
Researchers from STEM and AHSS enhanced these games with adaptive features specifically targeting MA. Children from both advantaged and disadvantaged schools in Dublin played these games three times a week for thirty minutes over six weeks. Their performance was compared to an untrained group, with assessments conducted at baseline, post-intervention, and follow-up stages.
The study aimed to determine if the intervention was effective and if it provided long-term benefits. Key outcomes addressed Sustainable Development Goals (SDGs 1, 3, 4, 5, and 10), including:
- Games augmented to address MA
- Scientific articles
- A program to help teachers manage MA in class
- A cartoon video to raise awareness about low numeracy and MA
- A meeting with policymakers regarding curriculum design.
Recent studies on computerized games showed mixed results; some games improved MA and mathematics performance, while others did not. The ARITHMÓS Project utilized two award-winning digital educational games, designed by the STEM-PI team, which had been tested in schools.
Researchers from STEM and AHSS enhanced these games with adaptive features specifically targeting MA. Children from both advantaged and disadvantaged schools in Dublin played these games three times a week for thirty minutes over six weeks. Their performance was compared to an untrained group, with assessments conducted at baseline, post-intervention, and follow-up stages.
The study aimed to determine if the intervention was effective and if it provided long-term benefits. Key outcomes addressed Sustainable Development Goals (SDGs 1, 3, 4, 5, and 10), including:
- Games augmented to address MA
- Scientific articles
- A program to help teachers manage MA in class
- A cartoon video to raise awareness about low numeracy and MA
- A meeting with policymakers regarding curriculum design.
| Status | Finished |
|---|---|
| Effective start/end date | 1/09/21 → 1/09/23 |
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