What brings an event like YOMO to the visiting students? Does it change their vision of the STEM world (Science, Technology, Engineering & Mathematics)? Does it help them to get to know the STEM field better and maybe imagine a future in it? Does it increase their interest in this area? The evaluation of the YoMo aims to know the impact of the festival on the variables involved in the stance of students in STEM. To this purpose, data is gathered on the interest of young people in the scientific-technological subjects, their future aspirations, their scientific-technological identity and the perception of their own capacities, among other variables, when participating in activities of the STEM area.
The evaluation of the YoMo is based on the work developed within the framework of the European STEAM4U project (www.steam4u.eu), led by the Research Centre in Science and Mathematics Education (CRECIM) of the Universitat Autònoma de Barcelona. This project, in which there are involved 7 educational entities both from formal and non-formal education, aims to promote equity in STEM education. Within the framework of the project, a collection of tools, accessible through the project’s website, has been developed to measure the impact of scientific-technological activities on the perceptions of young people about STEM. The project has also developed educational resources based on various educational strategies so that young people improve their perception of their own abilities in these areas.
CRECIM, the entity responsible for the evaluation of the YoMo, is a center devoted to educational research, didactic innovation and the provision of evaluation and advisory services to educational initiatives in the STEM field. Within this area, the main lines of work of the CRECIM are those related to the promotion of educational equity in the STEM disciplines, the role of computer tools in the teaching of sciences and engineering, the role of the scientific practice in the school, the promotion of the interest by the scientific-technological disciplines and the development of creative methodologies type maker and tinkering.