DigiMat
Goals
The student is able to independently understand formulas and their meaning, convert necessary units, and use them purposefully in solving tasks.
The student is able to design and furnish their own room, plan a budget, and present the outcome using appropriate software, creativity, and teamwork, either in Estonian or English.
Development of digital competence, mathematical competence, communication skills, and entrepreneurship competence.
Target group and educational context
7th grade
Group work.
Students design and furnish their room first as a draft on paper and then on a computer using the Planner 5D web environment. In addition to furnishing the room, students also prepare a budget showing how much money is spent on each item. The project day concludes with presentations of the room designs and giving feedback.
How to implement
Description:
Students design and furnish their room first as a draft on paper and then on a computer using the Planner 5D web environment. In addition to furnishing the room, students also prepare a budget showing how much money is spent on each item. The project day concludes with presentations of the room designs and providing feedback.
Development of digital competence, mathematical competence, communication skills, and entrepreneurship competence.
Why it is inspiring
This practice is effective because it connects learning with real life, making it meaningful and engaging for students. It combines multiple skills—math, digital tools, creativity, and communication—into one project. Students actively create, plan, and present, which strengthens independent thinking. Working with a budget also builds practical financial skills. Overall, it is inspiring because it is hands-on, collaborative, and results in a clear, tangible outcome.
