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The Festival of Curiosity Limited

Country: Ireland

The Festival of Curiosity Limited

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17 Projects, page 1 of 4
  • Funder: Science Foundation Ireland Project Code: DP15 / 106
    Funder Contribution: 50,000 EUR
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  • Funder: Science Foundation Ireland Project Code: 17/DP/5156
    Funder Contribution: 300,000 EUR
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  • Funder: Science Foundation Ireland Project Code: 21/SW/9139
    Funder Contribution: 8,000 EUR
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  • Funder: Science Foundation Ireland Project Code: 18/DP/5869
    Funder Contribution: 50,000 EUR
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  • Funder: European Commission Project Code: 2016-1-ES01-KA201-025633
    Funder Contribution: 170,876 EUR

    Being STEM literate is crucial to enable people to make informed choices and to understand in broad terms the social implications of debates between STEM experts and politicians. As well, in the next decade 80% of new job positions will require some kind of scientific or mathematical literacy (OECD, 2013). However, research has provided evidence that girls, minority ethnic groups and young people with low socioeconomic background usually feel disengaged from STEM, which reduce their future opportunities as citizens. This process of disengagement occurs especially between 10 and 14 years old (Archer, Dewitt, et al., 2010). Literature has shown the importance of self-efficacy beliefs on these minority collectives. The beliefs about what they are capable to do are worse than their actual capacities and affects negatively their actual capacities in STEM. Though self-efficacy is crucial to explain young people’s disinterest for STEAM, is not that easy to raise, since there is a lack of evidence-based strategies in the literature. The STEAM4U project aimed at promoting equity in STEAM (Science, Technology, Engineering, Arts and Mathematics) education by enhancing 10-14-year-old students’ self-efficacy in these fields and, particularly, focussing on those students in disadvantaged situations in STEAM (girls, ethnical minorities, students from low socio-economic background...). The project was intended to contribute with evidence-based strategies for the promotion of STEAM equity through self-efficacy, that is, to test and validate in various contexts innovative approaches that could make STEAM education and careers more attractive, attainable and thinkable to all students (regardless of gender, ethnicity or social status). 7 partners have participated in the STEAM4U project. Florida and SINS Cardener are innovative schools characterised by a methodology based on interdisciplinary projects. In STEAM4U, Florida and SINS Cardener act as representatives of an official network of 10 innovative schools that have a similar socio-economic profile, educational approach and goal. Thomas More University College is a trendsetter in innovative STEM and science education in Flanders, Belgium. Through the organization of STEM academies, the university college tries to make STEM attractive to both young girls and boys in an informal manner. The Festival of Curiosity is an innovative festival of science, arts, design, culture & curious technology. The activities promoted by the festival combine science, engineering, technology, mathematics and arts (STEAM) are carried out in a non-formal educational context, involving children and their families and relatives. “Xké? Il laboratorio della curiosità” is an educational centre where elementary and middle schools perform hands-on science activities (tinkering). The Fundacja Uniwersytet Dzieci (The Children’s’ University Foundation) carry out workshops in which young children meet academics, artists and entrepreneurs who share their knowledge, ways of working and attitudes in STEAM. Finally, The Centre for Research in Science and Mathematics Education (CRECIM) is a research centre of the Universitat Autònoma de Barcelona (UAB) devoted to Research in Mathematics, Science and Technology (MST) teaching and learning for all educational levels, and it is especially sensitive to the promotion of equity in STEM.The main activities undertaken within the STEAM4U program have been aimed at identifying and characterising current educational strategies with potential to increase self-efficacy in all participant partners; enriching such educational strategies and propose new ones for the promotion of students’ STEAM self-efficacy via the articulation and implementation of feasible challenges (STEAM4U challenges); evaluate the affordances and limitations of the identified and proposed strategies for enhancing students’ self-efficacy; and develop and offer to all stakeholders different tools and guidelines for the promotion of self-efficacy in STEAM and assessment of the impact of activities on participants’ self-efficacy on through the elaboration and publication of 4 different outputs. Tangible results of the project, which are the outputs, have been published at the project’s website (https://steam4u.eu) and the projects results platform. Almost 60.000 participants (students, teachers, volunteers & families) have directly participated and benefited from the enrichment of the initiatives, which are the main intangible results. For those students directly and indirectly participating on the project STEAM4U, an improvement of their self-efficacy was evidenced. As well, an impact on teachers/educators’ professional skills regarding the promotion of self-efficacy in their students has been also proved. As the partners have expressed their commitment to continue the implementation of the enriched activities after the EU funding, longer- term benefit are expected.

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