TODAY

Video games and female role models promote science in the classroom

Published by Jorge López Moreno

To mark February 11, the International Day of Women and Girls in Science, the ETSII has organized an educational activity in collaboration with Electronic Arts, one of the most relevant companies internationally in the video game industry, with the aim of bringing science and technology closer to students and promoting scientific and technological vocations, placing special emphasis on the need to make women visible in these fields and break down stereotypes that still influence academic and professional choices.

A girl interacts with a cozy video game A girl interacts with a cozy video game ETSII

The event was held at Villalkor School, whose administration and teaching staff welcomed the activity with enthusiasm and great kindness, providing all the necessary resources and spaces for its development. Villalkor is a school particularly committed to educational innovation and the integration of technology in the classroom, with a methodological approach in which ICT is an integral part of its educational project. Furthermore, it promotes activities related to computational thinking, programming, and robotics at various educational levels.

The initiative involved a joint team from ETSII y Electronic Arts: José San Martín, director of the Master's Degree in Computer Graphics, Games and Virtual Reality; María Zapata and Aarón Sújar, coordinators of the Bachelor's Degree in Video Game Design and Development; and Almudena Sánchez and Adrián Albarrán, students at URJC. Representing Electronic Arts were Estefanía Salcedo Codes, Engineering Manager, and Verónica Pérez, Talent Acquisition Manager.

The activity unfolded in three phases throughout the morning. In the first phase, the team spread out across several classrooms to discuss with the students what science is, what people they typically associate with it, and how they imagine a scientist. As part of this activity, the students created a drawing that helped identify still-prevalent stereotypes, such as the image of the "scientist isolated in a laboratory," opening a debate about how real science is diverse and connected to society.

Next, the students participated in a hands-on session with a cozy video game, a type of game that is often particularly appealing to many girls because it focuses on leisurely exploration, discovering environments, and solving small tasks or challenges, prioritizing a pleasant, accessible, and non-competitive experience. The video game features real female scientists and presents science as an activity open to both women and men. During this phase, the URJC and Electronic Arts team guided the students in using the game, answering questions and encouraging reflection on the role models depicted.

The day concluded with a joint meeting in the auditorium. In this final part, María Zapata spoke first, explaining the significance of February 11th and sharing her personal and professional experience as a researcher in computer science and video games. She highlighted how technology can contribute to improving people's lives and society in areas such as education, health, and inclusion. Next, Almudena, as the creator of the video game, presented her motivation for developing a project focused on raising the profile of women scientists. Finally, Estefanía Salcedo Codes shared her personal and professional experience in the video game industry and emphasized the importance of having more women in the sector, encouraging students to challenge stereotypes and choose their future based on vocation and curiosity, not external expectations.

Following the experience, the students were invited to reflect on whether their understanding of science and who can pursue a career in it had changed. Given the success of the day, the organizers are considering repeating the activity in future editions of February 11th.

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Last modified on Friday, March 20, 2026 at 12:03 p.m.