Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game

Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game

Ioanna Vekiri, Maria Meletiou-Mavrotheris, Asimina Brouzou, Ioannis Brouzos, Andri Christoforou, Elena Stylianou
Copyright: © 2022 |Pages: 20
ISBN13: 9781668438619|ISBN10: 1668438615|ISBN13 Softcover: 9781668438626|EISBN13: 9781668438633
DOI: 10.4018/978-1-6684-3861-9.ch003
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MLA

Vekiri, Ioanna, et al. "Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game." Handbook of Research on Integrating ICTs in STEAM Education, edited by Stefanos Xefteris, IGI Global, 2022, pp. 41-60. https://doi.org/10.4018/978-1-6684-3861-9.ch003

APA

Vekiri, I., Meletiou-Mavrotheris, M., Brouzou, A., Brouzos, I., Christoforou, A., & Stylianou, E. (2022). Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game. In S. Xefteris (Ed.), Handbook of Research on Integrating ICTs in STEAM Education (pp. 41-60). IGI Global. https://doi.org/10.4018/978-1-6684-3861-9.ch003

Chicago

Vekiri, Ioanna, et al. "Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game." In Handbook of Research on Integrating ICTs in STEAM Education, edited by Stefanos Xefteris, 41-60. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-3861-9.ch003

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Abstract

The aim of this chapter is to discuss the use of serious games in STEAM education and to present FemSTEAM Mysteries, a serious game that was developed in the context of an EU-funded project. The game is intended for teenagers (age 12-15) and its goal is to promote gender equality in STEAM by inspiring all students to pursue STEAM careers, and to enhance the acquisition of key skills and competences for STEAM studies. It is based on role-model STEAM pedagogy and introduces students to important STEAM researchers and professionals in ways that challenge gender stereotypes as well as stereotypes about the characteristics of scientists and artists. The chapter presents the design and theoretical framework of the game which is based on both bibliographical and field research that was carried out in the context of the FemSTEAM Mysteries project.

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