Empowering and Inspiring Higher Education students in the STEAM field

Erasmus+ Higher EducationCooperation partnerships in higher educationID: 2022-1-DE01-KA220-HED-000087805
EC Contribution
€250,000
Consortium Size
6 orgs
Start Year
2022
Summary

The STEAM4LIFE project was initiated to address the underrepresentation of women in STEAM fields. Despite evidence of equal potential in these disciplines, women’s participation remained disproportionately low due to barriers such as stereotypes, gendered socialization, and lack of confidence. These factors discouraged many women from pursuing careers in STEAM, contributing to a significant gender imbalance. Statistics highlighted the issue: women comprised only 19% of STEAM professionals in Ireland, 22% in SL and CY, 27% in AT, and 37% in DE (Eurostat, 2020). UNESCO’s 2022 report also emphasized the need to improve representation to make full use of available talent. STEAM4LIFE sought to address the challenges by prioritizing gender equity and participation in STEAM disciplines. The project aimed to raise awareness of the importance of balance and emphasizing the contributions diversity brings to innovation and sustainable economic development.The project aligns with the European Parliament's resolution of 10.06.21 on promoting gender equality in science, technology, engineering, and mathematics education and careers. The STEAM4LIFE project was addressing these critical needs thereby contributing to a more inclusive and innovativ

Objectives

The main goal of STEAM4LIFE was to encourage and empower women to actively engage in STEAM fields during their higher education. At the same time, the project aimed to strengthen the capacity of universities to implement innovative and gender-sensitive STEAM activities. The specific objectives of the project included: 1. To propel women’s confidence and self-esteem in their abilities and motivate them to pursue careers in STEAM fields. (Priority 1,3) 2. To strengthen the competencies of university educators and empowering them to design practical and gender-sensitive STEAM activities using modern technologies. (Priority 1,2,3) 3. Create innovative, high-quality learning materials, resources, and open educational resources (OERs) for higher education educators and industry leaders to promote women's empowerment and participation in STEAM fields (Priorities 1, 2, 3). 4. Promoting interest in digital technologies by developing a mentoring program and gender-inclusive educational approaches that provided women with hands-on learning experiences. (Priority 1,3)

Activities

Following tasks were realized during the project lief time: WP2: • Conducted national and EU literature reviews, online surveys (155 respondents) • Created a transnational report • Developed a guide with practical mentoring strategies and methodologies. • Identified 30 best practices from EU HEI, 9 of were integrated into the guide. • Designed a STEAM mentoring program • Established an expert network 60 stakeholders • Evaluated the guide, translated and published WP3: • Built an e-learning platform (https://elearning.steam4life.eu) • Developed an online simulator featuring 8 scenarios and a library with 36 digital learning resources. • Created 18 detailed lecture plans • Piloted the platform, collected user feedback, and compiled an evaluation report. • Translated all results WP4: • Introduced an online course for HE educators (https://arete.ucd.ie). • Developed 2 e-courses for industry leaders and HE educators, each with 4 interactive modules • Provided networking and mentoring opportunities through an e-service platform. • Translated courses and tested with 112 persons and the mentoring sessions with 67 participants • Evaluated mentoring methodologies, and compiled a report.

Impact

R2.1: Transnational Report consolidates findings from desktop research and surveys, offering a detailed analysis of challenges, strategies, and success models in STEAM in different EU countries. These findings lay a solid foundation for addressing barriers and creating inclusive environments in STEAM fields. R2.2: Guidance and Mentoring Programme includes practical resources for mentoring and fostering career development, supported by a transnational report, detailed guidelines, and 9 mentorship best practices. STEAM4LIFE committees established provided professional and practical feedback to ensure quality. R3.1: E-Learning Environment features gamified tools, 18 lecture plans, and 36 OERs covering topics like coding, robotics, and gender equality. Designed to inspire women to explore STEAM careers by offering 8 simulation scenarios. It provides educators with accessible and interactive resources to foster engagement. R4.1: Educational E-Courses offer professional development opportunities for educators and industry leaders to promote gender inclusivity in STEAM. These courses include interactive modules and gamified elements, equipping participants with the skills to mentor and inspire women in STEAM fields effectively.

Consortium (6)