Designing for future action: How STEAM programming can support youth engagement in community change-making projects.

Citation: Hurley, M., A. Rhinehart, P. Bell, A. Brown, N. Price, and J. Roche. 2022. Designing for future action: How STEAM programming can support youth engagement in community change-making projects. Connected Science Learning 4 (1).
DOI: 10.1080/24758779.2022.12318673

In their 2022 article Designing for Future Action: How STEAM Programming Can Support Youth Engagement in Community Change-Making Projects, Hurley, Rhinehart, Bell, Brown, Price, and Roche invite you to discover how an art-science learning program at Science Gallery Dublin in Ireland supported adolescent youth to become agents of change in their homes, schools, and wider communities.

This work was supported by a Science Learning+ grant from Wellcome Trust (UK/Ireland) and National Science Foundation (US).

The youth mental health and wellbeing co-creation project mentioned was OPEN MIND, an initiative of the SISCODE project delivered by Science Gallery Dublin, which received funding from the European Union’s Horizon 2020 Research and Innovation programme under grant agreement No 788217.