FemSTEAM Mysteries: A Role-Model Game-Based Approach to Gender Equality in STEAM Erasmus Project

General information for the FemSTEAM Mysteries: A Role-Model Game-Based Approach to Gender Equality in STEAM Erasmus Project

FemSTEAM Mysteries: A Role-Model Game-Based Approach to Gender Equality in STEAM Erasmus Project
September 14, 2022 12:00 am
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Project Title

FemSTEAM Mysteries: A Role-Model Game-Based Approach to Gender Equality in STEAM

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : Strategic Partnerships for school education

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: Gender equality / equal opportunities; Overcoming skills mismatches (basic/transversal); New innovative curricula/educational methods/development of training courses

Project Summary

The project “FemSTEAM Mysteries” is based on the values of gender equality and non-discrimination between men and women in the fields of Science, Technology, Engineering, Arts and Mathematics (STEAM), creativity and innovative entrepreneurship. Through the adoption an innovative approach, that integrates STEM and Arts, and combines Role-Model and Game-based methodology with a mystery story-telling digital game (escape room) that engages teenagers (age 12-15), “FemSTEAM Mysteries” aims to create a new culture and attitude amongst teachers and students.

Although many women have contributed massively to the progress of science and technology, very few students as well as teachers in Europe learn and know about them. As a result, girls are reluctant to follow STEM careers (under 35% in scientific fields at a European level). Science is considered a “male field” and young men are usually underestimating the competence of females in those fields. The situation is similar in visual arts education. Gender inequality has led to the underrepresentation of female artists and to male domination of art history. As a result, the vast majority of the famous artists students get acquainted with, are males. In school educational material, the role of women in STEAM is highly underestimated, almost absent. Thus, a need exists for providing students with examples, paradigms and role-models, so as to keep open the option for STEAM careers for girls, and to reduce prejudices. “FemSTEAM Mysteries” is designed to counteract this tendency for gender inequality in the STEAM by bringing out the significant role of women in STEAM to students’ and teachers’ community, thereby fighting stereotypes of students and teachers, while providing role models for young girls to follow STEAM careers and also young boys to empower their female classmates and co-workers.

The OBJECTIVES of “FemSTEAM Mysteries” project are:
-To bring out the significant role of women in STEAM (Science, Technology, Arts, Engineering and Maths)
-To fight stereotypes of students and teachers
-To inspire young girls through role-model game-based STEAM pedagogy to follow STEAM careers.
-To enhance acquisition of key skills and competences for STEAM studies and careers of all students (boys and girls) through engaging game-based activities and a mystery storytelling game.
-To enhance teachers’ skills in dealing with gender equality in STEAM.

The TARGET GROUPS are:
-Young girls (age 12-15): Empowering them through role-model game-based education in approaching STEAM, finding inspirational personalities and planning their careers without considering social stereotypes.
-Young boys (age 12-15): Empowering them to respect their female classmates and later coworkers without stereotypes by acquainting them with the importance of female contributions in STEAM.
-STEAM teachers (in secondary education): Enhancing their skills and professional development by providing them innovative educational methods to make the role of women visible in their STEAM classroom, overcome their own stereotypes and encourage young girls and boys in STEAM.
-STEAM professionals like trainers, career coaches, science communicators, art curators, researchers, university staff.

The INTELLECTUAL OUTPUTS of the project include:
O1- Methodological Guidelines for creating the framework of the “FemSTEAM Mysteries” project
O2- Instructional Guide on Role-model education for promoting gender equality in STEAM
O3- Instructional Guide on Game-based education for promoting gender equality in STEAM
O4- “FemSTEAM Mysteries” DIGITAL MYSTERY GAME
O5- “FemSTEAM Mysteries” Library
O6- “FemSTEAM Mysteries” Teacher Professional Development Program on promoting gender equality in STEAM.

The MAIN RESULTS of “FemSTEAM Mysteries” will be:
1. 500 staff and associates of the partner organizations including teachers, educators, professors and science communicators will learn how to implement the educational tools created within the project.
2. 1500 students of both genders will participate in educational activities within the framework of the project.
3. innovative tools and resources based on role-modeling, game-based STEAM education: Methodological Guidelines, Guides on Role-model and Game-based education for promoting gender equality in STEAM, a Storytelling Mystery Digital game, a “FemSTEAM Mysteries” Library, a blended teacher professional program.

6 partners from 4 countries (Cyprus, Germany, Greece, Spain) participate in the Consortium, organized in such a way so as to cover the required competences for successful implementation of the project: European University Cyprus (CY), American Academy Nicosia (CY), Cologne Game Lab (DE), Challedu(EL), Doukas School (EL), La Salle Buen Consejo (ES).

EU Grant (Eur)

Funding of the project from EU: 191667 Eur

Project Coordinator

EUROPEAN UNIVERSITY CYPRUS & Country: CY

Project Partners

  • La Salle-Buen Consejo
  • Challedu
  • DOUKA EKPAIDEFTIRIA AE – PALLADION LYKEION EKFPAIDEUTHRIA DOUKA
  • TECHNISCHE HOCHSCHULE KOLN
  • The American Academy Nicosia Ltd