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Imagen de dos mujeres viendo por un microscopio.

Science and technology in feminine

This space is dedicated to highlighting the role of women in science, innovation and technological development. Through research, presentations and digital projects, students discover female role models in the STEM field and reflect on the need for a more diverse and inclusive science.

Within the Science and Technology in Feminino project, 1st year Baccalaureate students in the subject of Information and Communication Technologies developed an innovative proposal that combines scientific dissemination, digital creation and playful learning.

CREATION OF DISCLOSURE SHEETS

The first part of the activity consisted of creating digital fact sheets about women in STEM using Genially. Each group worked with a group of 26 female scientists—Galician, Spanish and international—synthesizing key data about their lives, contributions and impact on the world of science and technology.

Application is no longer available.

A partir destas fichas, o alumnado creou diferentes xogos interactivos empregando diversas plataformas dixitais:

 

  • Genially → ruletas de preguntas, “Quen é quen?”, test interactivos

 

  • Educaplay → rosco tipo Pasapalabra, crucigramas

 

  • LearningApps → crucigramas e actividades de definicións

 

  • Wordwall → xogos de memoria e emparellamento

 

Cada grupo desenvolveu un tipo de xogo distinto, co obxectivo de transformar o contido científico en dinámicas accesibles, motivadoras e incluíndo materiais complementarios con solucións para facilitar o seu uso por outros cursos.

DESEÑO DE XOGOS INTERACTIVOS

These were the games created

Quen quere ser millonario?

Memory game

The Alphabet Game

THE ROULETTE

ENCRUCILLADA

QUIZ
TRIVIAL

Information sessions in 2nd ESO

As a final part of the activity, the high school students visited the 1st and 2nd ESO classrooms to present the worksheets and enliven the games they had created. The session was structured in two parts:

 

Presentation of the scientists

Each student explained several cards, highlighting relevant data and encouraging younger students to take notes.

 

Participatory game

Next, the interactive game assigned to the group was played, in which volunteer students participated—with the help of their classmates—to solve questions, complete crossword puzzles, pair discoveries, or guess scientific facts.

 

This methodology favored more active, fun and collaborative learning, while highlighting the role of women in science and technology.

A PROJECT WITH REAL IMPACT

The activity allowed:

 

  • Make STEM female referents visible

 

  • Work on advanced digital skills

 

  • Encourage oral expression and scientific dissemination

 

  • Promote peer learning

 

  • Bringing science to younger students in a creative way

Website created by David Méndez Gil, 1st year student of Baccalaureate A with the optional Computer and Communications Technologies option

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