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STEAMpreneurs

A gender-responsive approach to promote STEAM & ICT studies and careers

CHALLENGE ADDRESSED

Today, women remain critically underrepresented in STEAM (Science, Technology, Engineering, Arts, and Mathematics) and ICT (Information and Communication Technology) studies and careers. National reports across Europe consistently reveal a fundamental contradiction; while girls frequently match or outperform boys in math, science, and digital literacy tests, they overwhelmingly tend to choose studies in the social sciences, humanities and health sector. This choice is deeply influenced by societal gender stereotypes and a lack of visible female role models in technical fields.Despite ongoing efforts, these structural barriers result in a significant loss of female talent in the science, technology and innovation sectors. At the same time, it seems that secondary education and schools often lack a green approach and do not effectively foster students’ green, digital or entrepreneurial skills.

AIM

In this context, the STEAMpreneurs project aims to foster engagement and excellence in STEAM and ICT education, placing particular emphasis on gender equality, digital transformation and innovation in schools.
The project seeks to empower teachers, students, parents, non-formal educators and other important stakeholders to overcome gender biases and create inclusive learning environments that foster digital, green and entrepreneurial skills, while actively encouraging girls to pursue STEAM-related fields.

APPROACH & OBJECTIVES

STEAMpreneurs project adopts an holistic and collaborative approach with a strong commitment to inclusion, equality, and human rights. The project recognizes that fostering interest and excellence in STEAM & ICT requires the creation of a supportive ecosystem where every student can thrive, feel valued, and envision themselves as future innovators.

Objective #1

Promote STEAM & ICT studies and careers through a gender-responsive pedagogy

How?

  • Role-model based learning (podcasts, GPTs mentors etc)
  • Game-based learning (game simulation scenarios)
  • STEAM methodology (interdisciplinary teaching in cultural, environmental, economic-entrepreneurial, digital design)
  • Gender-responsive pedagogy we empower the students with a focus on girls to follow STEM & ICT studies and careers

Objective #2

Enhance the digital, green and entrepreneurial skills of students and educators

How?

  • Educators will be trained in AI tools, STEAM/ game-based/ role model methodologies and gender-inclusive pedagogy promoting their digital readiness, capacity and resilience.
  • Parents will also be active participants and allies of their children in the new digital era, while students will built their competences and readiness. and careers

Objective #3

Create a cross-sectoral and interdisciplinary network for promoting innovation in school

How?

  • The project empowers the entrepreneurial, green and digital skills of students aiming to support innovation in school that solves real-world problems based on 17Sustainable Development Goals (SDGs).
  • Role-models and people working in the ICT and STEM research or industry, as well as entrepreneurs (especially social entrepreneurs) will play the role of catalysts.
  • A network of formal and non-formal educational and non-educational stakeholders will get involved to empower innovation in school.

TARGET GROUPS

Direct

Students (12-18 years old)

Secondary formal and non formal educators

Parents

Women professionals in STEAM & ICT

Indirect

Policy makers and educational authorities

Universities and Higher Education Institutions especially those in the faculties of Education, ICT & STEAM

Tech companies, enterprises that employs people in ICT and STEM

NGOs or organizations working on gender equality, digital education, green skills and youth empowerment

EXPECTED RESULTS

During the projects’ duration (September 2025-August 2027), our goal is to reach and engage students, parents, educators and role models in STEAM across the partner countries and the EU and create:

podcast episodes with students and role models in STEAM
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games inspired by role models
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webinars for parents including the school community and relevant stakeholders
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webinars for educators on gender-inclusive pedagogy, entrepreneurial/ green/ digital literacy and AI for education
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workshop for parents and students on AI mentors based on the life of a role model
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school workshops across 3 countries to empower students to develop their STEAM-enterprises working on a social or environmental problem contributing to the 17 Sustainable Development Goals
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PARTNERS