Marie Curie, Maria Sibylla Merian, Aletta Jacobs, Madame de Staël, Amalia Lindegren, and more… Have you ever heard about these great women? Can you imagine a woman studying the life cycle of insects?
Surprisingly, Maria Sibylla Merian did that!
Europeana exhibition celebrates the historical contribution of innovative women to human knowledge and culture. However, students are less familiar with women who made important contributions to the STEM field. For that reason, the driving force behind this learning scenario is to encourage young women who have a lower rate of participation in STEM.
How can a girl student be a scientist or engineer, if she doesn’t know any role model? So, Europeana women pioneers raise girls’ awareness and help them see themselves in that role. Specifically, young women were exposed to computer programming as well as boys in this learning scenario.
The aim of the learning scenario is to develop skills to become game creators. For this purpose, they integrate Europeana content on their games. They are playable on mobile devices. Therefore, students apply language, math, art and computational skills in creating their games. In short, they develop computational thinking. Moreover, the learning scenario stimulates students to understand and learn texts with past tenses from Europeana. Besides, they learn the coordinate system to gain experience in Math.
This learning scenario empowers students aged 9 to 14.
Pocket Code was used freely to program the quiz game. It is a block-based visual programming environment. Students used their own mobile phones. Europeana was used as a content creation tool. Eventually, they shared and reflected on their social networks. Google sites were created as the project website.
At first, student teams selected a pioneer woman from Europeana. And they focused on the content of the text about her biography. Secondly, they generated significant questions about the innovative woman. The question generating strategy helped to enhance students’ reading comprehension and their ability to use past tenses in English. Later, programmers programmed their interactive quiz game by adapting the generated questions.
Consequently, teams presented their games and shared them with their communities.
Click here to take the quiz.
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