<< Objectives >>The project aims at innovating the way VET providers in the gaming sector organise and implement their orientation activities and their curricula so that they are more gender-inclusive and effective in engaging women. Its specific objectives are: to increase the knowledge and awareness on gender biases in gaming education; to enhance the capacity of VET staff to think and act in a more gender inclusive way; to equip VET staff with gender-inclusive tools to be used in orientation activities.<< Implementation >>The project will produce: a factsheet on gender biases in gaming education and how to prevent and overcome them, drawing on a bottom-up analysis with female students and developers; a handbook on how to design more gender-inclusive curricula and orientation activities in gaming education, co-designed and validated with end-users and female students; a toolkit with a set of creative and interactive educational tools (role play, cards, videos) to be used during orientation and training activities.<< Results >>Project results will innovate VET orientation activities and curricula design in the gaming sector, with the following outcomes: enhanced capacity of VET providers to reach out to girls and increase women participation in their courses; improved cross-sectoral connection between VET/HE fields and school education field; increased awareness on gender disbalance and violence in the gaming sector; increases awareness of girls and women on their status in relation to STEM/gaming sectors.
