Co-funded by the EU
A girl plays video games at a computer. on the background of three monitors. Creative light

NuGamers

Creative orientation activities for a more gender inclusive gaming education

The project aims to innovate and make vocational education in the gaming sector more gender-inclusive and engaging for women.

Leveling up together!

The project’s specific objectives are: to increase the knowledge and awareness on gender biases in gaming education; to enhance the capacity of VET staff to think and act in a more gender inclusive way; to equip vocational education and training (VET) staff with gender-inclusive tools to be used in orientation activities.

The project will produce: a fact sheet on gender biases in gaming education and how to prevent and overcome them, drawing on a bottom-up analysis with female students and developers; a handbook on how to design more gender-inclusive curricula and orientation activities in gaming education, co-designed and validated with end-users and female students; a toolkit with a set of creative and interactive educational tools (role play, cards, videos) to be used during orientation and training activities.

Project results will innovate VET orientation activities and curricula design in the gaming sector, with the following outcomes: enhanced capacity of VET providers to reach out to girls and increase women participation in their courses; improved cross-sectoral connection between VET/HE fields and school education field; increased awareness on gender dis-balance and violence in the gaming sector; increases awareness of girls and women on their status in relation to STEM/gaming sectors.

Target group

Vocational education and training (VET) staff involved in the design of orientation activities and curricula

Project goals

  • Increase the knowledge and awareness on gender biases in gaming education.
  • Enhance the capacity of vocational education and training (VET) staff involved in the design of orientation activities and curricula to think and act in a more gender inclusive way.
  • Equip VET staff with gender-inclusive tools to be used in orientation activities.

Project partners

Project staff

Phone
+358504390518
Email
Silja.Suntola@xamk.fi
Department
Luovan talouden tutkimusyksikkö
Silja Suntola
Project Manager
+358504390518
Silja.Suntola@xamk.fi
Phone
+358504524218
Email
Minna.Porvari@xamk.fi
Social media
Department
Luovan talouden tutkimusyksikkö
Address
Rykmentintie 4, 45100 Kouvola

Research, development and innovation projects in the Creative Industries Research Unit.

  • Communications and content production
  • Service design and creative methods
  • Gamification
  • FUELtank events
Minna Porvari
RDI Specialist
+358504524218
Minna.Porvari@xamk.fi
Social media
Phone
+358447028583
Email
Miikka-Petteri.Lesonen@xamk.fi
Social media
Department
Luovan talouden tutkimusyksikkö

“I am a ‘multimedia artist,’ a gamification enthusiast, and I am deeply interested in game design, AV technology, and culture, as well as their intersections. I am quiet, attentive, and compassionate. I enjoy finding solutions to all kinds of problems.

I work in Kymenlaakso, in Kouvola, at the Kasarminmäki campus in Meduusa Studio. My primary role is as a gamification and digitalization expert in the Creative Industries Research Unit, participating in various projects. I am also enthusiastic about using imagination and often apply the method of ‘Lateral Thinking.’ I am passionate about developing AV and media solutions, digital gadgets, and shaping the present and future of the Future Experience Lab.”

Miikka-Petteri Lesonen
RDI Specialist
+358447028583
Miikka-Petteri.Lesonen@xamk.fi
Social media

Facts

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

Project name:

NuGamers – Creative orientation activities for a more gender inclusive gaming education

Project duration: 1.1.2024–31.3.2026

Info

Lead partner: Changemaker Educations AB
Partial partners: ALL DIGITAL AISBL, Kaakkois-Suomen ammattikorkeakoulu Oy, Sineglossa, Visoko Uciliste Algebra
Focus area: Digital economy
Research area: Creative industries
Research centre: Creative industries
Impact goal: People and user orientation

Budget

Financier and main source of funding: Erasmus+
Total budget: 250 000 €
Xamk part of the total budget: 43 000 €