I dig STEM 4 Youthwork
Description
The general objective of the I dig STEM 4 Youthwork project is to promote inclusivity and diversity in youth education and enhance the quality and innovation of youth work by integrating STEM.
Specific Objective 1:
To empower and sensitize youth workers in applying experiential methodologies and STEAM activities in youth work through innovative pedagogical practices and quality digital content.
Specific Objective 2:
To increase awareness of innovative methodologies in utilizing STEAM topics for youth work and encourage the integration of a growth
mindset among youth workers.
Specific Objective 3:
To establish a sustainable online platform for exchange and support among youth workers who integrate (or wish to integrate) STEAM and digital content into their practice.
Working on the stated objectives will guide participants towards achieving key priorities—enhancing inclusion and diversity in youth education, improving the quality, innovation, and recognition of youth work, and exploring the potential of STEAM combined with digital tools to empower personal capacities and competencies. Through activities aimed at these objectives, the project will contribute to multidisciplinary education of youth work professionals, foster their interest in STEAM fields, and highlight the exceptional opportunities these contents provide when implemented in youth work—not only for knowledge acquisition but also for enhancing personal capital. Indirectly, it will also positively impact the youth groups with whom the participants work. Project is co-funded by Erasmus + program.
Basic information
Coordinator
Osnaži-usavrši-integriraj za razvoj, https://oui.hr/
Partners
Associacio Cultura Creativa, https://associacioculturacreativa.org/
MTU PROJECT SPIRIT, www.projectspirit.ee
Programme
Erasmus+ (programme-erasmus-plus)
Project Acronym
Target groups
secondary school students, teachers, youth clubs, other
Topic
Biotechnology, Chemistry, Earth science, Physics, Education
Start year
2024
End year
2025
Contact person
Dr.sc. Mia Čović, oui@oui.hr
The project emphasizes enhancing capacities for innovative youth work, improving the quality of youth programs and activities, and developing inclusive practices. Through the implementation of STEM activities and inclusive pedagogical practices, the project aims to help youth organizations create inclusive environments and programs for youth in the long term. It will also improve educational practices and contribute to the personal and professional development of youth workers. Post-project plans include maintaining a mentoring network, continuously using digital resources developed during the project, and promoting STEM education by integrating innovative methodologies in regular youth work. Organizations involved will continuously enhance their approaches and practices to ensure quality and innovation in youth programs.
The research and reports within the project will focus on:
1. Evaluation of the effectiveness and applicability of developed methodologies.
2. Assessment of inclusive pedagogical practices in youth work.
3. Gathering feedback on the practical application of developed resources (such as digital tools and STEM guidelines).
4. Exchange of best practices and experiences among participants, youth workers, and organizations.
5. Continuous enhancement of practices and methodologies in STEAM activities aimed at youth workers
Papers
The activities and teaching materials designed for this project aim to equip youth workers, educators, and organizations with innovative and inclusive methods for integrating STEAM into youth activities and includes:
1. Training and capacity-building activities focused on STEM integration, digital tools, creativity, and social inclusion.
2. Creating a comprehensive handbook titled "Navigating through the STE(A)M world: A handbook for the creative inclusion of youth through digital tools and cultural activities." This handbook will contain clear guidelines and examples for youth workers to implement STE(A)M activities, emphasizing inclusive and creative approaches, supported by digital tools.
3. Science, digital, and cultural-creative picnics, multiplayer event organized as dissemination events in Croatia, Estonia, and Spain on 31 May 2025. These events will be shaped to practically demonstrate and evaluate the methodologies described in the handbook, promoting creativity, innovation, and inclusiveness among young people and providing practical experiences to youth workers.
The target groups for these activities and materials are youth workers, educational institutions, local communities, and youth themselves, with the goal of promoting STE(A)M competencies, digital literacy, and social inclusion.