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==Project #1 - Mind Matters==
Women represent only 35% [[File:Mind Matters.png|thumb|link=Special:FilePath/Mind Matters.png]]At TUHH, student well-being is increasingly being recognized as a vital part of the global STEM workforce academic and just 28% of STEM students at personal success. The TUHHalready offers valuable counseling support and targeted workshops for different student groups, helping them manage challenges such as stress, cultural adjustment, and academic pressure.
In STEM fields Yet, women even with these resources, many students hesitate to seek help. The reasons are often face societal stereotypesnot about access but about comfort; it can be the fear of being judged, isolationmisunderstood, lack of mentorship, and gender bias in education or seen as “struggling.” This hesitation leaves a gap between the support available and the workforcesupport actually received.
This project aims '''''Mind Matters''''' seeks to close the gender bridge that gap in STEM . It is an initiative to create a culture of open and stigma-free conversations around mental health at TUHH by creating a platform that fosters a digital and physical community for female students and faculty in STEM. The platform will centralize resources and offer peer-aim is not only to-peer supportthose facing visible mental health challenges but also to provide a space for any student who wants to talk, mentorship opportunitiesreflect, and collaboration to enhance the educational experience for women at TUHHor simply connect.
The initiative will include offerings such as study groupsvision is to build a safe, chatroomswelcoming space, networking eventsboth physical and digital, where students can share experiences, coaching workshopsfind peer support, and inspirational talkslearn new ways to care for their wellbeing. By connecting female students The concept extends beyond traditional counselling by including peer-to existing tools -peer reflection circles, creative expression sessions (like journaling or open mics), and initiatives, the platform will empower them to pursue leadership roles in what is currently community events that strengthen a male-dominated environmentsense of belonging.
Other universities in GermanyMind Matters will also collaborate closely with student bodies and faculty members to complement existing support systems while encouraging more informal, like RWTH Aachen and TU Dortmundeveryday engagement with wellbeing. Ultimately, have already developed innovative tools Mind Matters aims to empower women, such as shift the CHEFIN projectconversation around mental health, which supports female students on their path from something personal and private to leadership rolessomething collective, open, and empowering for the entire TUHH community.
===Strategic Priorities===
'''[1] Creating Establish a supportive network central point of access for all mental health and community for female students at TUHHwellbeing resources.''' '''[2] Encourage peer-led and informal support systems (e.g., reflection cafés, art or journaling spaces).'''
'''[23] Expanding mentorship Strengthen community belonging by bridging cultural and leadership training opportunitiesacademic gaps, especially for international students.'''
'''[34] Facilitating community engagement Integrate preventive wellbeing education into campus life through events, workshops, and collaborationdigital campaigns.'''
===Next Steps===
'''[1] Develop the platform structure with Research existing mental health and wellbeing programs already offered at TUHH and nearby universities.''' '''[2] Design a pilot group of female prototype template for ''Mind Matters'' that encourages studentsto engage and participate.'''
'''[23] Organize Collect student feedback to refine the first series of networking concept into something both useful and mentorship events for early 2025approachable.'''
'''[34] Partner Begin testing with TUHH Career Center and other local organizations to expand the initiativesmall-scale pilot activities like informal wellbeing sessions or peer cafés.'''
==Project #2 - EcoTUHH ==[[File:Uiweek flyer front&backEcoTUHH.png|thumb|link=Special:FilePath/Uiweek_flyer_front&backEcoTUHH.png]]This project seeks Sustainability has become one of the most defining topics of our timeand TUHH, as a university of technology, is uniquely positioned to organize a multi-day lead by example. Across campus event that encompasses , several initiatives already contribute to a diverse range of activities. Over greener TUHH: the course of these Mensa’s vegetarian and vegan days, students and alumni can look forward to engaging with future lectures, hands-discounts on workshopsleftover food, and opportunities to connect with the institutes around campuscarbon footprint labels on meals are meaningful steps in encouraging responsible choices. AdditionallySome previous projects, numerous networking events will be availablesuch as bicycle stand programs and Blue Engineering student initiatives, facilitating connections between have also shown how much students, alumni, and faculty memberscare about sustainable living.
The primary objective Yet, many of this initiative is to expand students' horizons these efforts remain isolated, and foster stronger connections among students, alumni, and facultyoften struggle to see how their individual actions connect to the bigger sustainability picture on campus. Furthermore, this event provides a unique platform for interdisciplinary interactions, encouraging collaboration and knowledge exchange across different academic disciplinesThis is where EcoTUHH steps in.
===Strategic priorities==='''[1] Strengthening bonds among EcoTUHH envisions the TUHH campus as a living laboratory for sustainability, a place where ideas are not just discussed but experienced, tested, and shared. It aims to empower students, alumnistaff, and faculty'''to collaboratively turn sustainability into visible, everyday practice.
'''[2] Promoting interdisciplinary encounters'''The initiative will bring together existing resources and new student-led projects under one umbrella, from waste-sorting workshops and digital carbon awareness campaigns to eco-challenges, campus gardening, and energy-saving experiments. It encourages learning by doing and creates opportunities for hands-on engagement with real sustainability problems and solutions.
===Next Steps==='''[1] Get feedback from Alumni-Partnerships with TUHH’s Sustainability Office''', Facilities Management, student AGs like Blue Engineering, and city or industry partners will play a central role in making this initiative both practical and scalable.
'''[2] Get feedback from the deaneries''' ==Project #3 Ultimately, EcoTUHH aims to cultivate a mindset where sustainability is not a side project or a once- Reverse Tech-Detox Lock-In ==[[File:Screenshot 2023-09-24 231238.jpg|thumb|202x202px|link=Special:FilePath/Screenshot_2023-09-24_231238.jpg]]Sustainability in Practice is a dynamic and interdisciplinary course designed to empower students from diverse academic backgrounds to apply sustainability principles in real-world scenarios. In today's globalized worldyear event, but a shared daily habit that defines how the concept of sustainability goes far beyond environmental concerns and touches every facet of society, including business, engineering, marketingTUHH community learns, lawworks, and morelives together. This course brings together 100 It is a step toward transforming the university into a truly sustainable ecosystem, by the students from various disciplines to work collaboratively in groups of ten, fostering cross-disciplinary understanding, teamworkfor the students, and innovation. At least 2 students in each group will be fluent in German to address safety and legal aspects.The main idea is to prepare students to learn to work with people of diverse backgrounds. By involving startups and small companies , the students would get to work planet in positions of responsibility which would prepare them for being future drivers of innovation and sustainability mind.
===Strategic priorities===
'''[1] Better bonding between institutes Promote hands-on, students student-led sustainability projects (e.g., waste sorting workshops, tree planting, energy audits).''' '''[2] Enhance digital and operational sustainability through automation and paperless systems.''' '''[3] Create awareness and companies in engagement using gamified and around TUHHsocial formats like Eco-Challenges or sustainability hackathons.'''
'''[24] Preparing students Build partnerships with the Sustainability Office, city networks, and local industries for future work situationsreal-world collaboration.'''[[File:Screenshot 2023-09-24 231413.jpg|thumb|163x163px|link=Special:FilePath/Screenshot_2023-09-24_231413.jpg]]
===Next Steps===
'''[1] Get feedback from facultyResearch what sustainability initiatives and partnerships already exist at TUHH.'''
'''[2] Get feedback from start ups Develop a motivating project template to help students propose and administrationlead their own eco-projects.'''
==Project #4 '''[3] Identify quick- TUHH Innovation Games==win pilot activities to make the project visible early (e.g., automatic lights or digital dashboards).'''
The Ideathon is not just an Innovation Contest; it's a semester-long journey that fosters creativity and sustainability at our university. At the start of the semester, students are presented ''[4] Engage key institutional stakeholders to align EcoTUHH with a challenge: to conceive innovative ideas that can enhance TUHH’s sustainability within our academic communitygoals.'''==Project #3 - Tech-Detox Lock-In==[[File:Screenshot 2023-09Tech-23 225201Detox In.png|thumb|link=Special:FilePath/Screenshot_2023-09Tech-23_225201Detox In.png]]Students form groups and embark on a collective mission to tackle this challenge head-on. They brainstorm, research, and prototype solutions, guided by their passion for creating positive change.
As the semester comes to a close, we celebrate their dedication and ingenuity with a grand finale '''''The Tech-Detox Lock- the Ideathon Fest. This event In''''' project is designed to give TUHH students a convergence of excellence, where CEOs valuable opportunity to disconnect from various industries, esteemed Professors specializing in Innovation digital devices and Entrepreneurship, members of the University Board, refocus on personal wellbeing and other influential stakeholders come together to witness the fruits of our students' labormeaningful social engagement for an entire day. Attendees can participate By participating in engaging gamesorganized weekly or bi-weekly Tech Detox events, listen students are encouraged to inspirational stories shared by accomplished CEOslock away their phones and gadgets, participate stepping away from social media and random internet browsing to fully immerse themselves in enlightening panel discussionscollaborative hands-on activities, brainstorming sessions, and explore an expo featuring innovative startupscreative projects with their peers.
The highlight of This intentional break from digital distractions promotes concentration, supports mental health, and allows for shared reflection where participants can showcase what they have learned or created during the event is when student groups take detox—helping students rediscover the stage power of offline experiences and enabling them to pitch their prototypes. The winning prototype is not just recognized; it's actually implemented create positive impact within our the universitycommunity.To keep engagement high, leaving a lasting impact on our sustainability efforts. Moreovercampus-wide reminders and community messaging via posters, the winning student WhatsApp groups are honored , and awarded for their outstanding contributionssocial media will highlight the benefits of digital detoxing, while small rewards like coffee vouchers or snacks will be offered to students who complete full sessions.
===Strategic priorities===
'''[1] Fostering innovation Creating a device-free environment to foster genuine focus and sustainability in studentssocial connection'''
'''[2] Offering interested students practical exposure to UIF Ensuring sustained student participation through engaging activities and I&Epositive reinforcement along with rewarding offline activities.'''
'''[3] Networking Promote mindful technology use as a campus-wide movement to strengthen student wellbeing and Industry engagementin-person community.'''
===Next Steps===
'''[1] Get feedback from Start up dockTest engagement strategies like language cafes and advertise in student hotspots (e.g., departments, mensa, newsletters) '''
'''[2] Get feedback from the University board/deaneriesPosition detox as a flexible tool for digital balance—helping, not restricting, student life.'''
<br />==Project #4 '''[3] Collaborate with student bodies and wellbeing offices to scale Tech Lock- One discipline vsIn as a recurring, widely embraced initiative. many – what works better for you and your project?=='''
This month==Project #4 -long program allows TUHH Business Games==[[File:TUHH Business Games Render.png|alt=|thumb]]At TUHH, students often learn about innovation in theory but do not always get the chance to experience the benefits and challenges of working try it out in a team with friends from their own field versus working in a multidisciplinary team with strangersfun and relaxed way. Many students feel that events about entrepreneurship or business are too formal or only meant for certain programs. This enables them The TUHH Business Games aims to find out for themselves what works better change that by making innovation learning something anyone can join, enjoy, and what should be considered in advancelearn from.
Students apply for The TUHH Business Games is a playful, hands-on event where students from different backgrounds come together to solve real challenges from companies and the program with three or four friends from their field of studycommunity. In the first week (work phase 1)small teams, these teams work on a task set by a company or an institute at the university on the topic of sustainability. To give the participants some orientationthey brainstorm ideas, three workshops will be held on design thinkingbuild quick concepts, prototyping and storytelling. In addition, a person from pitch their solutions at the company/institute providing end of the challenge will help students with any questions that arisesession. At the end of work phase 1It is about exploring creativity, the teams will present their solutions learning to the challenges in front of a jury consisting of professorswork with new people, company staff and studentsseeing how ideas can take shape when everyone contributes.
Instead of focusing only on competition, the Business Games focus on collaboration, curiosity, and real experience. Students learn by doing, not by sitting through presentations. The second week is all about reflecting on event also gives them a taste of how creative problem-solving works in industry while keeping the previous work phaseatmosphere light and welcoming. What has proven successful? Where are missed potentials? What could be done differently next time?
In the third week, the second work phase begins. This time the students are mixed, so they form a team with strangers from other disciplines. The rest goal is similar to the first work phase. They are given build a task space where students can experiment, make mistakes, and have to develop a solution under guidancelearn together. The workshops in Over time, the third week focus on the benefits and challenges of interdisciplinarity Business Games can grow into a regular event that brings together students, tutors, and other concepts of company partners around innovation and entrepreneurshipteamwork. At the end of the week, again, the group members present their results.
In week four===Strategic priorities==='''[1] Make innovation learning approachable through fun, students are expected to reflect hands-on their work in the interdisciplinary team. At closing of the program, there will be a final event where the institute and industry partners will come together with the students and have interesting inspiring talks/discussions. Finally, the jury will announce the winning group of the competition, which will receive a fabulous prizechallenges. '''
In general, students should be able to dedicate 4-6 hours of work per day during the two work phases. During the reflection weeks, the effort should be 2 hours per week.[[File:Prototype 4-2.pdf|thumb|link=Special:FilePath/Prototype_4-2.pdf]]<br />===Strategic priorities==='''[12] Have Create collaboration between students experience the benefits of working within from different programs and outside their own field of studybackgrounds.'''
'''[23] Strengthening interdisciplinarity on campusConnect student creativity with real industry challenges.'''
'''[34] Increase awareness/knowledge of innovation and entrepreneurship Build continuity by turning the Business Games into a recurring, student-driven event.'''
===Next Steps===
'''[1] Obtain feedback from university staffDevelop simple, engaging game modules that encourage creativity and teamwork.'''
'''[2] Contact Startup Port Get feedback from the University and Fishing for Experience startup port stakeholders''' '''[3] Partner with companies to bring real problem statements and mentors to learn how the event.''' '''[4] Pilot the event on campus and collect feedback to build a programmake improvements for the next iteration.''' <br />
=Cohort Fall 2024=
2025-cohort
13

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