ViReal4STEM - Envisioning a future in STEM using Virtual Reality
This project addresses the persistent gender gap in STEM careers by promoting inclusivity, motivation, and engagement—particularly among underrepresented groups such as girls—in STEM education. The initiative leverages virtual reality (VR) to foster exploration and imagination in STEM fields.
Despite advances in gender equality, the gender gap in STEM related careers persists. This project aims at promoting
engagement, motivation, and success in STEM, with an emphasis on inclusivity and equity for underrepresented groups,
especially girls. The project encourages exploration and imagination in STEM through virtual reality (VR) and provides
evidence-based practices and tailored teaching materials to support students' vocations and interests in STEM education.
Despite advances in gender equality, the gender gap in STEM related careers persists. This project aims at promoting
engagement, motivation, and success in STEM, with an emphasis on inclusivity and equity for underrepresented groups,
especially girls. The project encourages exploration and imagination in STEM through virtual reality (VR) and provides
evidence-based practices and tailored teaching materials to support students' vocations and interests in STEM education.

Table of contents
Project duration
-
Core fields of research
Information technology and the human in the knowledge society
Research areas
Faculty of Information Technology - Research areas
Co-operation
University of Burgos (UBU) from Spain + OTRI (financial), Secondary School Gimnazija Antuna Vrančića (GAV) (Croatia), Academy ITsART (ITsART) from Greece, Foundation Siglo22 (Spain), VR developers 4Experience (Poland), Consultancy Kveloce (KVC) (Spain)
Faculty
Faculty of Information Technology
Funding
European Union
EU Erasmus + KA220-SCH funding
Project description
Key Objectives:
- Encourage equitable participation in STEM.
- Support students’ STEM interests through immersive learning and tailored materials.
- Provide evidence-based resources and practices to educators.
Main Activities:
- Development of a VR application and a gender-inclusive educational framework.
- Piloting and testing the app using quantitative surveys and focus groups.
- Hosting a webinar on VR development.
- Providing teacher training on the pedagogical use of the app.
- Organizing national and international dissemination events.
Expected Results:
- R1: A VR App offering students aged 13–18 immersive experiences to envision STEM futures.
- R2: A Pedagogical Framework compiling gender-inclusive STEM teaching methods and tools for secondary educators.
Target Groups and Impact:
The project benefits secondary schools, universities, teachers, and students by supplying research-driven tools to support gender equity in STEM learning environments.
For more information, please contact:
Matias Mäki-Kuutti, matias.m.j.maki-kuutti@jyu.fi