Technovation Girls

Submitted by esther.subias@… on Mon, 22/06/2020 - 13:29

General Info

Technovation Girls

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
STEAM discipline
Technology Area/Topic
Information Technology Management
APP design
Engineering Area/Topic
Coding , Programming
Art Area/Topic
Graphic designing
Digital artefacts
Mathematics Area/Topic
Calculus and analysis
Presentation of Maths and physic Graphs
All Rights Reserved.
Leading author of the practice
Tara Chomsky
Author's occupation
Author's organization

Audience and Educational Framework

Audience competence
Educational/EQF level
Age Range

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)

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 months
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


(where and how the practice was implemented)

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

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

All rights reserved, free
Educational Resource Type
Interactivity Type


More comments about this Resource

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

Student made tutorials

YouTube licence
Educational Resource Type


More comments about this Resource

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

Avaluation rubric



Educational Resource File
Attachment Size
Technovation-Girls-2020-Rubric_FINAL.pdf 118.14 KB
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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