Enhancing STEAM education through storytelling and hands-on learning


In a world that is constantly evolving, technology and innovation are more important than ever. However, women and girls are still significantly underrepresented in STEM fields. The "STEAM Tales" (STEAM = Science, Technology, Engineering, Arts and Math) project aims to get girls excited about these topics as early as elementary school with inspiring stories from women in STEAM fields.n.


By developing creative educational materials on stories of women in the STEAM sector, including practical experiments from the respective fields of these role models, we want to support teachers in elementary schools in improving the STEAM knowledge of their students in an innovative way. In addition to the positive impact that STEAM education through hands-on experiments can have on children's futures, the storytelling approach is an effective way of teaching STEAM to spark interest in the subject among children.n.


STEAM education promotes problem solving, critical thinking, interpersonal communication and, through the addition of A for Arts, creativity. We want to strengthen these future skills, especially among girls, and use storytelling to dispel stereotypes and encourage girls to try things out and follow their dreams. With a diverse cast of protagonists in our "STEAM Tales," we also want to take an inclusive approach and enable identification with role models for all girls.


Together with our European partners LogoPsyCom (Belgium), CESIE (Italy), University of Porto (Portugal) and GoINNO (Slovenia), we are thus pursuing the goal of strengthening girls' interest in STEAM topics at an early age so that they can learn about the many possibilities in the world of STEAM at a young age and thus lay a foundation for later being able to decide confidently and independently of gender stereotypes when choosing an apprenticeship, course of study or career.

Funded by the European Union. However, the views and opinions expressed are solely those of the author(s) and do not necessarily reflect those of the European Union or the European Executive Agency for Education and Culture (EACEA). Neither the European Union nor the EACEA can be held responsible.

Enhancing STEAM education through storytelling and hands-on learning


In a world that is constantly evolving, technology and innovation are more important than ever. However, women and girls are still significantly underrepresented in STEM fields. The "STEAM Tales" (STEAM = Science, Technology, Engineering, Arts and Math) project aims to get girls excited about these topics as early as elementary school with inspiring stories from women in STEAM fields.

By developing creative educational materials on stories of women in the STEAM sector, including practical experiments from the respective fields of these role models, we want to support teachers in elementary schools in improving the STEAM knowledge of their students in an innovative way. In addition to the positive impact that STEAM education through hands-on experiments can have on children's futures, the storytelling approach is an effective way of teaching STEAM to spark interest in the subject among children.

STEAM education promotes problem solving, critical thinking, interpersonal communication and, through the addition of A for Arts, creativity. We want to strengthen these future skills, especially among girls, and use storytelling to dispel stereotypes and encourage girls to try things out and follow their dreams. With a diverse cast of protagonists in our "STEAM Tales," we also want to take an inclusive approach and enable identification with role models for all girls.

Together with our European partners LogoPsyCom (Belgium), CESIE (Italy), University of Porto (Portugal) and GoINNO (Slovenia), we are thus pursuing the goal of strengthening girls' interest in STEAM topics at an early age so that they can learn about the many possibilities in the world of STEAM at a young age and thus lay a foundation for later being able to decide confidently and independently of gender stereotypes when choosing an apprenticeship, course of study or career.

Funded by the European Union. However, the views and opinions expressed are solely those of the author(s) and do not necessarily reflect those of the European Union or the European Executive Agency for Education and Culture (EACEA). Neither the European Union nor the EACEA can be held responsible.

Enhancing STEAM education through storytelling

and hands-on learning


In a world that is constantly evolving, technology and innovation are more important than ever. However, women and girls are still significantly underrepresented in STEM fields. The "STEAM Tales" (STEAM = Science, Technology, Engineering, Arts and Math) project aims to get girls excited about these topics as early as elementary school with inspiring stories from women in STEAM fields.


By developing creative educational materials on stories of women in the STEAM sector, including practical experiments from the respective fields of these role models, we want to support teachers in elementary schools in improving the STEAM knowledge of their students in an innovative way. In addition to the positive impact that STEAM education through hands-on experiments can have on children's futures, the storytelling approach is an effective way of teaching STEAM to spark interest in the subject among children.


STEAM education promotes problem solving, critical thinking, interpersonal communication and, through the addition of A for Arts, creativity. We want to strengthen these future skills, especially among girls, and use storytelling to dispel stereotypes and encourage girls to try things out and follow their dreams. With a diverse cast of protagonists in our "STEAM Tales," we also want to take an inclusive approach and enable identification with role models for all girls.


Together with our European partners LogoPsyCom (Belgium), CESIE (Italy), University of Porto (Portugal) and GoINNO (Slovenia), we are thus pursuing the goal of strengthening girls' interest in STEAM topics at an early age so that they can learn about the many possibilities in the world of STEAM at a young age and thus lay a foundation for later being able to decide confidently and independently of gender stereotypes when choosing an apprenticeship, course of study or career.

Funded by the European Union. However, the views and opinions expressed are solely those of the author(s) and do not necessarily reflect those of the European Union or the European Executive Agency for Education and Culture (EACEA). Neither the European Union nor the EACEA can be held responsible.

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