The main goal of STEAM4LIFE was to encourage and empower women to actively engage in STEAM fields during their higher education. At the same time, the project aimed to strengthen the capacity of universities to implement innovative and gender-sensitive STEAM activities. The specific objectives of the project included: 1. To propel women’s confidence and self-esteem in their abilities and motivate them to pursue careers in STEAM fields. (Priority 1,3) 2. To strengthen the competencies of university educators and empowering them to design practical and gender-sensitive STEAM activities using modern technologies. (Priority 1,2,3) 3. Create innovative, high-quality learning materials, resources, and open educational resources (OERs) for higher education educators and industry leaders to promote women's empowerment and participation in STEAM fields (Priorities 1, 2, 3). 4. Promoting interest in digital technologies by developing a mentoring program and gender-inclusive educational approaches that provided women with hands-on learning experiences. (Priority 1,3)
The STEAM4LIFE project was initiated to address the underrepresentation of women in STEAM fields. Despite evidence of equal potential in these disciplines, women’s participation remained disproportionately low due to barriers such as stereotypes, gendered socialization, and lack of confidence. These factors discouraged many women from pursuing careers in STEAM, contributing to a significant gender imbalance. Statistics highlighted the issue: women comprised only 19% of STEAM professionals in Ireland, 22% in SL and CY, 27% in AT, and 37% in DE (Eurostat, 2020). UNESCO’s 2022 report also emphasized the need to improve representation to make full use of available talent. STEAM4LIFE sought to address the challenges by prioritizing gender equity and participation in STEAM disciplines. The project aimed to raise awareness of the importance of balance and emphasizing the contributions diversity brings to innovation and sustainable economic development.The project aligns with the European Parliament's resolution of 10.06.21 on promoting gender equality in science, technology, engineering, and mathematics education and careers. The STEAM4LIFE project was addressing these critical needs thereby contributing to a more inclusive and innovativ