Hacking the Code for Women in STEAM Erasmus Project
General information for the Hacking the Code for Women in STEAM Erasmus Project
Project Title
Hacking the Code for Women 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 vocational education and training
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Gender equality / equal opportunities
Project Summary
Many of us experience the influence of science, technology and innovation (STI) on a daily basis across many of aspects of our lives, from personal well-being, to learning, participation, livelihoods, environment and social life. STIs have potential for not only making incremental progress in the everyday lives of women but also as the source for truly disruptive and game changing solutions. Therefore, the ability of women to access, benefit from, develop and influence these sectors will directly impact whether we achieve our goals of Planet 50:50 by 2030. If women are left out of these 21st century revolutions, we will not achieve substantive gender equality by then.
A study published by the Institute for Fiscal Studies, suggests that “only dramatic intervention will change women’s low representation in information technology, physics and maths at more advanced levels despite the fact that female students have long outperformed their male counterparts at pre-university levels including in the science, technology and maths subjects”. As technology advances at a rapid speed, the labor market keeps evolving. As a result, an increasing number of jobs require STEAM skills and knowledge. However, women are still majorly under-represented in STEAM jobs. While women constitute almost 50% of the labor market, there are only 28% of women in STEAM fields as opposed to 72% of men (Eurostat 2018). Gender bias in STEAM and the low participation rates of women has already been adequately recorded and reported. It has been estimated that closing the gender gap in the STEAM field would increase the EU GDP per capita by 0.7–0.9 per cent in 2030 and by 2.2–3.0 per cent in 2050.
In today’s rapidly evolving economy women need to be aware that careers in the STEAM sector are a real possibility. While academia as a whole needs to do more to actively recruit women into STEAM majors, continuing vocational education and training has a key role to play in reducing shortages of skilled people to sustain the growing STEAM sector. Research studies highlight the lack of female STEAM role models and mentors; the shortage of STEAM taster courses for women; an unconscious bias against women within human resource professionals in STEAM focused companies; a significant confidence-deficit among women where the STEAM sector is concerned.
The aim of the STEAMY WONDER project is to pilot a multi-faceted educational intervention targeted at women of all ages to address these issues. It seeks to achieve a greater gender balance in the STEAM sector by; a) promoting a culture of scientific thinking among women using evidence-based reasoning for decision making especially where career planning is concerned; b) provide appropriate and tangible role model case studies to ensure women have the confidence to participate in an increasingly complex scientific and technological world; c) develop a bespoke toolkit of resources for women that address competencies for problem-solving, innovation, analytical thinking, critical thinking, spatial awareness relating to STEAM subjects; d) provide guidelines to human resources managers that enable gender-neutral recruitment, retention and promotion in the STEAM sector.
The following intellectual outputs are proposed to help achieve these aims:
IO1 – Challenge-based Resources for Women in STEAM
IO2 – In-service Training for VET Tutors
IO3 – Human Resource Manager’s Tool-kit
IO4 – STEAMY WONDERS MOOC and Community of Practice
Science learning helps us to interpret and understand our world, to manage risk and put uncertainty into perspective, to guide technological development and innovation, and to forecast and plan for the future. It improves job prospects, cultural awareness, and our ability to act as well-informed citizens. For some people, science refers only to knowledge of physical systems, living systems, earth and space systems and technology. Too often, science is seen as something separate from all other subjects or disciplines in education, disconnected from people’s lives beyond school. But, science influences all parts of our lives and our decision-making processes. Along with language and artistic literacy, knowledge of science and mathematics is the basis for personal accomplishment and responsible citizenship, social and economic development, and a benchmark of innovation, entrepreneurship and competitiveness in our global world. STEAM is one of the critical sectors of the economy in all EU Member States and as a sector it needs higher female participation rates for sustainability.
EU Grant (Eur)
Funding of the project from EU: 227130 Eur
Project Coordinator
Callidus ustanova za obrazovanje odraslih & Country: HR
Project Partners
- Hauptstadtallee 239 V V UG (Skills Elevation FHB)
- JAITEK TECNOLOGÍA Y FORMACIÓN SL
- SYNTHESIS CENTER FOR RESEARCH AND EDUCATION LIMITED
- ALIANCE LEKTORU a KONZULTANTU
- Spectrum Research Centre CLG
- Berufsförderungsinstitut Burgenland

