In an already complex world facing rapid technological change, the pandemic and the threat of runaway global warming have reinforced the need to make Science, Technology, Engineering and Math (STEM) a priority to build resilient societies.
The engineers of the future are out there, but we must reach them.
That´s why Siemens Gamesa, alongside Spanish Startups, is joining forces with UNICEF, Sustainable Development Solutions Network (SDSN), Lego Education and Microsoft to launch the second edition of HackSTEM. The goal is to boost vocations in STEM through a team competition where university students create a digital educational solution that will enhance the learning experience for younger generations.
The COVID-19 pandemic has had a considerable impact on education, exposing the existing inequalities in the access of quality resources. At #HackSTEM21, participants at the hackathon are expected to design a user-friendly app to ensure that nobody is left behind due to a lack of digital skills or internet gaps.
This year the event will take place in 5 countries (Denmark, Germany, Spain, Egypt and Mexico) from September 21 to 26, 2021.
But HackSTEM is also a series of online roundtables with top experts that will be talking about how to close the gender gap in STEM, what role institutions, businesses and society in general have in promoting interest in these fields, and how innovation and a learning-by-doing approach can be part of the equation for success.
These webinars will be hosted by top universities in each country such as the Hamburg University of Technology (TUHH) in Germany, the University of Aalborg in Denmark, Ain Shams University in Egypt, Ibero-American University Puebla in Mexico and the Polytechnic University of Madrid (UPM) in Spain.
Due to the current situation with COVID-19, all events will be online. To learn more about the different activities at #HackSTEM21, click here.
HackSTEM is part of Siemens Gamesa’s long-term Social Commitment strategy to promote the United Nations SDG (Sustainable Development Goal) Goal 4 for Quality Education by engaging young people with learning opportunities such as gamification and experimentation.
Take STEM to your children’s school today.