Our project "Life is mathematics around us" aims to increase achievement and interest in science, technology and mathematics, prioritizing the development of basic competencies. The main problem noticed by all partners was low student scores in exams, and PISA tests, especially in mathematics and students' boredom during lessons. This problem led to the emergence of the project and attempts to raise students' interest in engaging in activities in science. All project activities are aimed at achieving this goal. The target group of the project is students who have one common problem boredom with classical mathematics lessons. Students of various abilities participated in the project, even those with special needs. Teachers are also lifelong innovators who are not afraid to try even though they make mistakes. Parents of students are those who want comprehensive and quality education for their children. The project involved about 800 students in these various activities. More than 50 teachers, 25 other school staff and about 200 families. 15 students were included from socially vulnerable families or orphans. The numbers are lower than we planned because 1 partner left the project.
The project was carried out in six stages, which touched on different topics related to mathematics. The school, which was the host of the short-term exchange of groups of pupils during the stage, was responsible for the performance and monitoring of the tasks of each stage. The project included 5 short-term exchanges that took place in each school participating in the project *. During each meeting, innovative student activities were carried out using IT, STEAM, and 3D technologies, practical classes at universities, teachers exchanged best practices, created tasks for a joint book, and got acquainted with the country's history and culture. Short-term exchanges were used to present and evaluate the results of the stage. These include surveys, exhibitions, lectures and presentations. Results are published on the project website, PADLET and school websites. During the meeting, the host school organized educational research and cultural activities for the students and also presented its best teaching practices showing strong teaching areas to the guest teachers.
* After the withdrawal of one partner from the project (Italy, stage C4), we divided the tasks of this stage among each partner and performed the tasks at different times of the project execution. This made monitoring somewhat complicated. We did not complete tasks that were directly linked to a location in Italy.
We planned to raise test or exam results by 3-5%. The global COVID-19 pandemic has undoubtedly distorted the results of education, we do not want to speculate on achievements, so we present the facts: Basic Education Achievement Test (PUPP) of the Lekečiai Department of the Panemuniu School of Lithuania in the 2022-2023 school year improved by 31,2 % compared to the 2020-2021 school year. In all the schools that participated in the project, interest in exact sciences, subjects, and STEAM activities increased, and more children choose exact science clubs, slightly, but also the results of tests and exams improved. We are happy with the fact that in all schools during the last 3 years, there were practically no students dropping out of the educational process (0.01% in all countries). 98% of the project participants say that mathematics has become more attractive thanks to the project activities, and they would like to continue it.
It was planned that each project partner would create a book of student exercises and discoveries, which would contain at least 6 tasks. We decided to combine all the books into one set that would include at least 30 tasks and innovative teaching methods of 4 teachers, the subject of which we slightly expanded by promoting the integration of three-dimensional printing into the teaching process. We have created 6 different tangible math games with puzzles and mental arithmetic cards that are already in use in every school library. We also share the ideas of the "PI Day" and 4 computer games that were created during the execution of the project. We have created more than 10 STL files ready for 3D printing, which can be used to print building details, dominoes and geometric bodies for math games. All this intellectual property will be available on the websites of the project partner schools and on the new project website after the failed connection of the e-twining platform.
During the project, students learned to use 3D pencils, got acquainted with fractals, symmetry, and solids, learned to use 3D printing software Tinkercad and printer control programs, created mathematical games in scratch and Minecraft Education Edition environments, teachers - the learning apps platform and AI - this is a big step in bringing mathematics to technology making it more attractive.