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We present a web-based platform that supports embodied educational game creation, play, and math learning in real classrooms, via the best of two worlds: a) that coming from tutoring systems, paying detailed attention to curriculum needs, help and support as students solve problems, and b) that of Embodied Cognition (physically acting on the environment in meaningful ways for more solid understanding). It is a new kind of learning technology that makes students move, blending with classroom culture, hands-on and collaborative games. We present evidence that a variety of embodied game-like activities created both by teachers and researchers, via the Wearable BLIND-PLATFORM, help students learn mathematics in real school settings and afterschool programs, at elementary and middle school levels.