The project creates activities aimed at encouraging girls to program and study IT/STEAM. Through hackathons and the CodingGirl educational platform, we design educational activities specially developed for girls. We create a supportive and inclusive educational environment. Innovative living libraries contain role models - living books are girls and women who experience professional success in the field of information technology, data processing, engineering, architecture, or technical education. Working with a living book in the educational process breaks stereotypes and encourages girls to start coding and/or study STEAM disciplines.
Project CodingGirl reflects very well both chosen priorities of the Erasmus+ as it develops a wide range of activities aimed at supporting girls aged 8-15 to be involved in computer science and start in coding activities. This aim is fully in line with the horizontal priority "Addressing digital transformation through development of digital readiness, resilience and capacity" as well as sectorial priority "Promoting interest and excellence in science, technology, engineering, and mathematics (STEM) and the STEAM".
Developed project will not only support the purposeful use of digital technologies in education, learning, assessment and engagement but equally will develop the digital skills and competences of girls in age 8-15, which gives a particular attention to promoting gender equality.
Start date: 01-10-2023
End date: 30-09-2025
Duration: 24 months

Workpackages and outputs
The CodingGirl project, supported by the partners' long-term experience from their everyday professional life, research activities carried out and data collected in terms of the current situation of girls' interest in STEAM subjects in general and coding specifically, aims to develop:

WP1 - Project management
The project will operate within certain administrative procedures that will be defined in detail very early and will cover management reporting structures, document standards, collaboration specification and development, control, document configuration, change control, and quality assurance. The Quality Committee (QC) will establish and review the project quality procedures set out in the Evaluation Strategy.

WP2 - CodingGirl Hackathon and Compendium
The first activities of the project will be focused on organising a hackathon with TG2 - teachers and educators. Within its framework we will define critical areas for improving the approach to supporting girls in STEAM in general and also specifically in IT. At the end of the project, (i) a methodology oriented to the specific educational needs of girls and (ii) a Compendium summarising examples of good practice captured during the implementation of the project's activities will be developed.

WP3 - Women in Code
Through the story of successful women working in the technology industry, software companies or directly creating useful applications.
Girls will learn what coding is actually about, what are the possibilities of their future employment in the technology industry or why they don't have to be excellent in mathematics.
The partners will approach some of the best women in the IT business and prepare living libraries, in which their success stories will be discussed directly by their actors as the examples of good practice, and at the same time space for questions will be provided to female participants. Living libraries will be implemented in a hybrid way to offer girls the opportunity to compare the different life experiences of women in countries with different cultures and ways of life.

WP4 - CodingGirl educational platform
An educational platform using interactivity, multimedia and gamification principles, but taking into account the age and specific interests of the educational participants - it will be focused on (anticipated topics that can be modified according to the results of the first activities):
- microbit programming;
- creation of mobile widgets;
- creation of online games;
- graphic design;
- 3D printing.
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