Empower youth in climate action and digital skills fostering STEAM, problem-solving, and innovation through Design Thinking and Maker Education.
IMPORTANT! We are formed consortium from Serbia, Croatia, France and Romania. We are looking for 1 partner: a partner with stong background in using STEAM especially artistic methods in youth work.
Main Objective:
Empower youth to actively participate in digital transformation and climate action by adapting the Designathon method—originally developed for formal educational settings—for non-formal youth education. Through this adaptation, the project will foster digital competencies, STEAM education, and problem-solving skills using Design Thinking and Maker Education. This approach creates inclusive learning opportunities that promote resilience, employability, and innovation in response to environmental challenges.
Supporting Objectives:
Adapt and Enhance Digital Readiness in Non-Formal Youth Work: Equip youth workers and educators with digital tools and a non-formal adaptation of the Designathon method, tailored to engage youth in developing essential digital and creative skills. This will foster digital literacy and critical thinking, preparing them for a technology-driven job market and enabling them to approach digital challenges with confidence.
Advance Quality and Innovation in Non-Formal Education: Elevate the quality and recognition of youth work by integrating the adapted Designathon method with innovative approaches like Maker Education and Design Thinking. This will empower youth to become active participants in digital and environmental problem-solving, promoting resilience and adaptability in a rapidly changing world.
Integrate STEAM Education in Non-Formal Learning Contexts: Leverage the Designathon framework to introduce engaging Science, Technology, Engineering, Arts, and Mathematics (STEAM) activities in youth work. By focusing on hands-on, practical learning, we will transform youth from passive consumers to creative innovators, equipping them with a blend of technical and analytical skills critical for their futures.
Promote Environmental Awareness and Action through Practical Innovation: Engage youth in meaningful, real-world environmental challenges by encouraging them to design and implement technology-based solutions using the Designathon approach. This will empower them to take ownership of climate action, fostering an understanding of sustainability and inspiring them to contribute to environmental resilience within their communities.
A1 Project Management & Coordination
Monthly Partner Meetings: Regular online meetings to review progress and align objectives.
Quarterly Reviews: Assess achievements, address challenges, and strategize improvements.
Resource Management: Use a shared platform for resource allocation, timelines, and documentation.
A2 Non-Formal Curriculum Development
Contextual Analysis: Study Maker education and Design Thinking for youth work best practices.
Curriculum Framework: Develop a STEAM-based framework with adaptable Design Thinking modules.
Pilot & Review: Test curriculum with youth workers, refine based on feedback.
A3 Training & Digital Manual Development
Digital Manual: Create step-by-step workshops, adaptable templates, and facilitation techniques.
Facilitation Training: Include group dynamics, reflection, and peer-to-peer engagement methods.
Youth Worker Training: Conduct a 3-day in-person training and online mentoring for skill-building.
A3 Capacity Building & Environmental Projects
Workshops: Train youth (ages 13–18) in each country on Design Thinking and Maker education.
Projects: Develop six climate-focused environmental projects using Maker education tools.
Mentorship & Showcase: Support projects with mentorship and host local showcase events.
A4 Dissemination & Sustainability
YouTube Channel: Share tutorials on Design Thinking, Maker activities, and digital skills.
Resource Hub: Host manuals, videos, and resources for open access.
Community of Practice: Build a virtual space for sharing experiences and ideas.
Final Event: Showcase project outcomes and invite contributions to the resource hub.
Primary Target Groups:
Youth (Aged 13–18): Young people who are keen to develop digital skills, engage in creative problem-solving, and create meaningful, technology-based solutions to issues like climate change. This group is the primary focus, as the project aims to empower them to become active participants in digital and environmental transformation.
Youth Workers, Educators, and Facilitators in Formal and Non-Formal Education: Individuals responsible for delivering educational content to youth, including teachers, youth leaders, and community educators. This group will directly benefit from the project’s training and resources, which are designed to enhance their digital readiness and capacity to engage youth in innovative, hands-on learning experiences.
Youth Leaders and Aspiring Peer Educators: Young leaders and aspiring peer educators who wish to facilitate Design Thinking and STEAM-based activities. They will gain skills in guiding digital and Maker education projects, encouraging youth involvement, and fostering a collaborative learning environment.
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Short URL to this project:
http://otlas-project.salto-youth.net/17579