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ct 23(1):

Editorial

Tailoring Full STEAM Ahead Empowerment: Creative Coding for 21st Century Girls

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  • @ARTICLE{10.4108/eetct.5312,
        author={Jasmina Maric and Lekshmi Murali Rani},
        title={Tailoring Full STEAM Ahead Empowerment: Creative Coding for 21st Century Girls},
        journal={EAI Endorsed Transactions on Creative Technologies},
        volume={10},
        number={1},
        publisher={EAI},
        journal_a={CT},
        year={2024},
        month={3},
        keywords={STEAM, Art \& Tech, Creative Learning, Live Coding, Social Capital, Mentorship},
        doi={10.4108/eetct.5312}
    }
    
  • Jasmina Maric
    Lekshmi Murali Rani
    Year: 2024
    Tailoring Full STEAM Ahead Empowerment: Creative Coding for 21st Century Girls
    CT
    EAI
    DOI: 10.4108/eetct.5312
Jasmina Maric1, Lekshmi Murali Rani1,*
  • 1: Chalmers University of Technology
*Contact email: lekshmimuralirani@gmail.com

Abstract

INTRODUCTION: This paper provides a comprehensive examination of the Creative Coding project’s impact on female empowerment. OBJECTIVES: The project addresses the gender disparity in STEAM fields by integrating coding and art for girls aged 10-15, using the Strudel tool that combines real-time live coding and music composition. METHODS: Through observation and interviews with the girls who participated and performed at the end of the Creative Coding project, but also with those who dropped out, we cast a deep look into the positive and negative parameters to tailor concrete measures for every girl empowerment - not only super achievers. We collaborated with teachers and female mentors from the Computer Science and Engineering Department as relatable role models, to support feelings of belonging and spark curiosity. Using the new user-friendly Strudel tool that supports the integration of art, music, and audio-visual elements, we aimed at an engaging learning experience. To tailor new actions and increase attrition we used a mess map for analysis of the wicked problem of dropouts. Finally, collaboration among the girls and peer learning were expected as by-product effects. RESULTS: Positive outcomes include increased interest, self-confidence, creativity, and aspirations in STEAM subjects among the girls. However, a more comprehensive and supportive environment is recognized as necessary to engage a broader group of girls in STEAM activities. The findings highlight the importance of cultivating curiosity, providing mentorship, promoting inclusivity and collaboration, and integrating creativity in education to inspire and empower girls in coding and STEAM disciplines. CONCLUSION: The paper concludes by emphasizing the potential of Creative Coding practices and the audio-visual perception of music to enhance girls’ empowerment, creativity, and interest in coding and STEAM fields.

Keywords
STEAM, Art & Tech, Creative Learning, Live Coding, Social Capital, Mentorship
Received
2023-12-21
Accepted
2024-03-10
Published
2024-03-18
Publisher
EAI
http://dx.doi.org/10.4108/eetct.5312

Copyright © 2024 J. Maric et al., licensed to EAI. This is an open access article distributed under the terms of the CC BY-NC-SA 4.0, which permits copying, redistributing, remixing, transformation, and building upon the material in any medium so long as the original work is properly cited.

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