Technovation Girls

Enviat per esther.subias@… el dl., 22/06/2020 - 13:29

General Info


Technovation Girls
Abstract

Global initiative created in 2009 with the aim of increasing female participation in the technological field, in which women represent only 30% of workers. Every year, Technovation Girls Catalonia invites teams of girls (10-18 years old) to learn and apply the skills that are necessary to solve real problems by creating a mobile application.


Practice's Language
English
STEAM discipline
Technology
Engineering
Arts
Mathematics
Technology Area/Topic
ICT
Information Technology Management
APP design
Engineering Area/Topic
Coding , Programming
Art Area/Topic
Entrepreneurship
Multimedia
Graphic designing
Digital artefacts
Mathematics Area/Topic
Computation
Logic
Calculus and analysis
Presentation of Maths and physic Graphs
License
All Rights Reserved.
Leading author of the practice
Tara Chomsky
Author's occupation
CEO
Author's organization
Technovation

Audience and Educational Framework


Audience competence
Capable
Educational/EQF level
5
Age Range
10-18

Educational Details


Educational Subject
Informatics and empreneurship
Description of the practice

Through a mentoring process that takes place within the classroom or as an after-school activity, the participants work on solving a problem. They work individuallly or in groups (from 1 to 5 participants) with the assistance of a teacher and/or an external mentor.

The process begins with the detection of a specific and local problem to which the participants want to contribute a solution; the participants are inspired by the SDGs. Different possible solutions are designed and the one you want to develop is selected, preparing a market study or survey.
Later, the solution is programmed with MIT's App Inventor and, in parallel, a business plan is designed (written in the case of participants over 14 years of age). The graphic image and the sales elements of the product are also designed.

The didactic sequence is:

Empathize with the community and learn about their needs and problems to develop a technological solution

  • Team building and finding mentor or team.
  • Define a problem
  • Analyze the market
  • Problem Statment
  • Minimum Viable Product
  • Paper Prototype

Create an app that solves it

  • Decide with which program we will develop the app: App Inventor or Thunkable.
  • Algorithms and pseudo-code
  • Events and Handlers
  • Database and functions
  • Variables
  • Lists
  • Notifiers


Entrepreneurship I: Define the values and mission of the company and design the brand.

  • Business and Mission Statement
  • Brand design: app name
  • Typefaces
  • Colors
  • Logo
  • Screens (2-6 screenshots)


Entrepreneurship II: SENIOR CATEGORY ONLY
Write a business plan:

  • Executive Summary
  • Company description
  • Description of the product / services
  • Market analysis
  • Strategy and implementation
  • Financial plan and projection

 


Duration of practice realisation
3 mesos
Difficulty
Medium
Educational Use
curriculum, group work, assigment, real practice, field practice

Learning Outcomes

The result is the functional prototype of an APP and a marketing and communication plan.

Participants also prepare a pitch video, where they present their product i how this product can success into the real market.

1. Pitch Video (3-5 minutes)
2. App Name & 100-Word Description
3. Team photo and summary
4. Source Code
5. 2-6 App Screenshots
6. Senior Division only: 5-Page Business plan PDF

 


Delivery mode
Blended learning

Hardware/Software/Other Resources

Computer, mobile device, App Inventor


Implementation

(where and how the practice was implemented)


Country that was implemented
Espanya
Framework/οrganization that was applied to
Schools and libraries
Audience size
2400

Description, evaluation and lessons learned

The implementation figure refers only to Spain, although the program was implemented in more than 110 countries during 2019. It is an experience aimed exclusively at girls (in women) because it seeks to stimulate them towards scientific careers.

Participants realize that they are able to develop the solution to a known problem and to do so using technology. They also note that they have the ability to program an APP and to make a prototype work that they can present publicly.
For some of them, it is difficult because the materials are in English, but learning to use translators.
The mentors provide positive and critical feedback on the work done and this is very significant for the participants.
 

The evaluation of the works is based on a rubric that is common to all the participants from the different countries. The organizing team works so that the interactions are sincere, honest, assertive and also critical.


Educational material/resources (file/URL) accompanying the practice


Educational material/resources
Curriculum

License
All rights reserved, free
Educational Resource Type
presentation
Interactivity Type
active
Language

Anglès

More comments about this Resource

When registered, students and mentors have free access to the complete curriculum


Student made tutorials

License
YouTube licence
Educational Resource Type
presentation
Language

Anglès

More comments about this Resource

Videos made by some Technovation participants and alumni. Search the playlist for what you need to learn.


Avaluation rubric

Language

Anglès

Educational Resource File
More comments about this Resource

this is rubric for evaluation. It is presented to the students at the very beginning of the education practice.


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Anglès