WOMEN HACK THE GAME Erasmus Project
General information for the WOMEN HACK THE GAME Erasmus Project
Project Title
WOMEN HACK THE GAME
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: New innovative curricula/educational methods/development of training courses; Pedagogy and didactics; Key Competences (incl. mathematics and literacy) – basic skills
Project Summary
“Women hack the game” is a project whose main objective is to promote the social inclusion of girls and women in the field of STEM. We are seeking to improve the professional development of teachers in STEM and the scientific and technical education of young people by awakening their interest and commitment to science. As well as generating a multiplier effect that makes them protagonists for the dissemination of the work of women scientists and researchers.
With this project we aim to:
– increase the scientific, technological and innovative culture of schoolchildren and teachers
– training teachers in new educational methodologies such as gamification
– increase the dissemination of research work carried out by women scientists and researchers
– promote the development and use of of formative games
– developing students’ curiosity as the engine of a more responsible society able of making decisions based on evidence.
This project reinforces the support to educators in STEM disciplines and the acquisition and development of basic skills and key competences in secondary school students through the dissemination and knowledge of important women researchers and scientists belonging to different fields of STEM disciplines (Science , Technology, Engineering and Mathematics) from a classroom gamification methodology.
WoGa project seeks to promote research and scientific knowledge of women scientists and researchers, fostering the interest of young people in scientific careers, and was born in the context of the low number of women who are linked to careers and professions related to STEM disciplines. This is one of the main focuses of debate and a problem to be solved to achieve the goals of the United Nations Sustainable Development Goals (2030 Agenda). Technology has the potential to empower and include girls and women, as well as other vulnerable sectors of the population. Today, it is crucial to develop competences linked to scientific thinking, since they are knowledge and skills that we need to face the challenges of the present and the future.
The roadmap that shapes the project is justified on the basis of role models. The deepening and dissemination of illustrious female figures is used as a channel to achieve our objectives, based on the fact that it is difficult to grow a vocation if you don’t have a “mirror” to look at.
We will create a research project in which participants will have the opportunity to go deep and spread the work of these women, through tools generated by themselves.
The target audience for the “Women hack the game” project are secondary school teachers and students linked to STEM disciplines and science in general, and therefore included in the formal curriculum. They are ready to make decisions about their future training and future professional development, so it is very important to access them through innovative activities within the STEM area.
A fundamental aspect of this project is that it allows us to bring the scientific content closer to the participants from a different perspective in which they become protagonists and disseminators of the events. They are the channels to transmit the message of the important role of women in science. At the same time, they are an active part in the project, so they are involved in the solution through their participation in Hack Day and can become key players and fundamental agents of change and the inclusion of women scientists in society.
We hope to obtain the following results:
– In the first phase, a phase of discovery and experimentation, we will create a set of educational resources belonging to a gamification methodology available to teachers and educational centers (IO1). This will result in a training action for teachersto to obtain teaching resources belonging to a gamification methodology, and a digital platform based on questions in the field of STEM disciplines.
– In the second phase, the research phase and work in the classroom, the result is the launch of a practical research challenge for students. They will know the women scientists that had a relevant role in the development of the EU, and a face to face experience with a current researcher. Students will have the challenge to create a timeline with at least 10 influential women in the STEM disciplines. Each participating partner will choose up to 5 of these influential women and we will create 25 downloadable flashcards that present scientists in from a fun and didactic approach, and tell the importance of their job (IO2)
– In the third phase, phase of creation and resolution of projects, the result will be the launching of a Hack Day in which the group of students will develop an idea or product to visibilize the relevant role of women scientists in society.
– In the last stage, the evaluation and implementation phase of the winning solutions for Hack Day, an event will be held to present the best products, including an action and feasibilility plan.
EU Grant (Eur)
Funding of the project from EU: 101652 Eur
Project Coordinator
Fundación para la Transformación de La Rioja & Country: ES
Project Partners
- ESCIENCIA EVENTOS CIENTIFICOS SL
- INEUROPA SRL
- Fundatia Centrul Educational Spektrum
- FUTURE IN PERSPECTIVE LIMITED

