What is “Women hack the Game”?
You can find a summary in our brochure, but we invite you to scroll down to discover much more:
Congratulations, if you have come this far it is because you want to innovate!. “Women hack the Game” offers you the opportunity to participate in a project that shares and promotes knowledge through the discovery of the work carried out by illustrious women in different areas and STEM disciplines (Science, Technology, Engineering and Mathematics).
For this project, we have developed a series of materials that aim to show the work of women scientists in a different way, using a gamified methodology.
The materials that you can find are these:
What are the objectives of “Women hack the Game”?
According to the UNESCO groundbreaking report “Cracking the code: Girls’ and women’s education in STEM”, only 35% of STEM students in higher education globally are women, and differences are observed within STEM disciplines. This gender disparity is alarming, especially as STEM careers are often referred to as the jobs of the future, driving innovation, social wellbeing, inclusive growth and sustainable development.
Based on this premise, the main objective of “Women hack the Game” is to promote the social inclusion of girls and women in STEM disciplines. To achieve this objective, it seeks to improve the participation, completion and continuation of girls and women in careers and studies related to STEM areas with the intention of reducing gender disparities in these professions.
Through the use of innovative methodologies based on gamification, it seeks to empower teachers and develop in students: practical skills, critical thinking, problem solving, creativity, innovation, collaboration, research, leadership and teamwork.
What will be the results of “Women hack the Game”?
Your participation in the project “Women hack the Game” will allow an initial study of the current knowledge, of teachers and high school students, of the work carried out by illustrious women in STEM areas throughout history.
Based on this study, training will be carried out to develop educational resources based on gamification that promote teaching and learning in an innovative way. The application of these didactic resources is to investigate the important work carried out by illustrious women and awaken the interest and motivation of the students allowing them to create and develop products (apps, websites, game prototypes, …) that make women scientists visible.
Finally, during the “Hack Day” event, the best projects created by different teams will be presented.
The “Women hack the Game” project is underway and you can be accomplices of change!
Do you want more information?
Here you have a space full of documents, sruveys, resources and downloads that can be of great help
The project “WoGa – WOMEN HACK THE GAME (2020-1-ES01-KA201-082618)” is co-financed by the Erasmus + program of the European Union.
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