Educational videos prepared during study visits by the groups of teachers and educators involved in the project: 

Inspirations for educational materials

More videos available on youtube project channel - click HERE

Inspirations from different youth projects:

EXPECT  EVERYTHING

The Hypatia project aimed to engage 13-18 year old girls in STEM, both in and out of the school environment, in a gender inclusive way and to address the attitudes of STEM education professionals towards more gender-inclusive practices.
To reach this overarching goal, Hypatia brought together science centres and museums, schools, research institutions and industry with gender experts and teenagers themselves.
These groups of stakeholders worked together on national and European levels through 14 hubs, co-developing the content and co-organising activities and events.

The project took over and built on the legacy of the European Commission’s “Science: it’ s a girl thing” campaign, addressing and inviting teenagers to Expect Everything! This slogan embodied the spirit of STEM and encourages teenagers to stand up and say “yes, I do expect everything in my life! Equally, everything is expected from me!” The campaign engaged teenagers through very active social media accounts on Facebook, Twitter, Instagram, Vimeo and Tumblr.

The website expecteverything.eu, conceived to reach its audiences on mobile devices, invites users to get involved in events and activities taking place in the 14 countries, to discover surprising facts about science and to meet scientists and their professions. The website also showcases a selection of resources inherited from the “Science: it ’s girl thing” campaign: Ask a Scientist, Dream Jobs and Videos with life stories.

Expect Everything, “speaks the language of teenagers”, without underestimating their curiosity and knowledge. It understands teenagers not only as targets, but also as partners and invites them, together with science students and science communication enthusiasts, to contribute as writers and editors to Expect Everything blog and social media accounts.
The Hypatia Project additionally launched hypatiaproject .eu, a website dedicated to teachers, head teachers, museums, industry sector and researchers that offers them tools and activities that will empower the different stakeholders to teach and communicate STEM subjects in a more gender inclusive way and to address gender unbalance in STEM professions.

This project has received funding from the European Union’s Horizon 2020 Framework Programme for Research and Innovation (H2020-GERI-2014-1) under the grant agreement No. 665566.

www.expecteverything.eu
www. hypatiaproject .eu

ERC = SCIENCE² PROJECT

European Research Council (ERC) is the first pan-European funding body supporting the best frontier research in Europe. The ERC aims to contribute to Europe’s scientific excellence by supporting the very best scientists and their ambitious research projects in any field. ERC=Science2 is a Europe-wide communications campaign which uses popular scientific themes such as ‘cities of the future’ and ‘food’ to tell stories about the breakthrough science funded by the European Research Council and the potential impact it can have on our lives.

This project has received funding from the European Research Council (ERC) under the European Union's Horizon 2020 research and innovation programme (grant agreement No 672302).

www.sciencesquared.eu

BALTICMUSEUMS:LOVE IT! PROJECT

Museums, touristic attractions, IT specialists and research institutions from Poland, Denmark, Sweden, Lithuania and Germany, cooperate in the project ‘BalticMuseums: Love IT!’. Nine project partners and eight associated partners created IT-enabled tools for natural and cultural heritage attractions in the South Baltic Region.

Led by the University of Szczecin, the project consortium aimed to establish a brand to jointly promote the developed gamified services for visitors.

BYOD Tours (Bring Your Own Device)

The project team set up multilingual tours to be run on the visitors’ own devices (e.g. smartphones) that they bring to the attractions. Addressing the trend of gamification, the project uses game elements to make the visitors’ experience more involving, and extend the single visit into long-term relationships. IT enthusiasts are invited to special programming events (so-called ‘hackathon’) taking place directly in the touristic attractions. 

KNOWLEDGE
The exchange of experiences amongst the partners is the main goal of the project, based on the User Experience and Generic Learning Outcomes partners developing share knowledge regarding storytelling, digital strategies for attractions, insights in working with digital natives, or understanding concepts of motivation and loyalty. 

BRAND & NETWORK

The project consortium encourages other institutions to make use of the tools, the findings and the brand developed as part of ‘BalticMuseums: Love IT!’ – aiming at forming a sustainable cross-border network of tourist attractions and destinations for a continuous exchange on IT-enabled services and digital strategies.
Attractions love IT and visitors love it! 

Duration: 2017-2020
This project is co-financed by the European Regional Development Fund in the Interreg South Baltic Programme with about EUR 1.2 million.

www.bmloveit.usz.edu.pl