STEAM at GEYC: empowering youth through science, technology, engineering, arts, and mathematics

STEAM as a strategic priority for GEYC

As Europe enters a decisive decade shaped by digital transformation, climate urgency, and evolving labor markets, the European Union has launched a strategic push toward the Union of Skills. This vision aims to build a future-ready, inclusive, and innovation-driven Europe. At the heart of this agenda is a renewed focus on STEAM education, which expands the traditional STEM approach by intentionally including the arts in order to foster creativity, critical thinking, and broader participation in scientific and technological fields.

GEYC has made STEAM a priority of its strategy for youth empowerment. By integrating scientific inquiry, technological innovation, creative arts, and digital skills into its projects, GEYC equips young people with the competencies needed for the future. Over the years, GEYC’s initiatives have spanned digital literacy, game-based learning, environmental education, and creative entrepreneurship, all aligning with STEAM principles. This comprehensive STEAM portfolio not only fosters hard skills in STEM fields but also cultivates creativity, critical thinking, and active citizenship among youth. Here’s how our projects fit into GEYC’s broader mission.

Furthermore, as International Girls in ICT Day 2025 is celebrated on 24 April under the theme “Girls in ICT for inclusive digital transformation” it is our pleasure to launch geyc.ro/steam as our dedicated thematic page for the STEAM activities cross-portfolio, created as part of the SENSE. - Horizon Europe activities dedicated to dissemination and outreach.


Flagship Projects

SENSE. is one of GEYC’s flagship initiatives strongly centered on STEAM itself. Launched in September 2022 as a three-year Horizon Europe initiative, SENSE. seeks to redefine STEAM education across Europe. The consortium driving the SENSE. project includes prestigious institutions such as the Louvre Museum in France, the University of Barcelona in Spain, Western Norway University of Applied Sciences, among others, making it a diverse and influential partnership. The project’s core idea is to merge the arts and sensory experiences into traditional STEM teaching, transforming it into STEAM and making science learning more inclusive and engaging.

With a consortium of 17 organizations from 14 countries, SENSE. is establishing 13 “STEAM Labs” as experimental learning hubs where students, educators, and stakeholders co-create innovative educational activities. These labs bridge theoretical models with hands-on practice, embodying STEAM by combining scientific inquiry with creative design and participatory arts. In Romania specifically, GEYC has significantly contributed to this impact through engaging initiatives such as the "SENSE. Caravan," which successfully connected over 300 young Romanians, teachers, art institution representatives, and policy makers in the Banat region with future-ready skills, attracting them in interactive sessions. Additionally, through the Romanian STEAM Lab, GEYC has conducted 14 sessions in five cities, Câmpina, Gătaia, Lugoj, Timișoara, and Bucharest, reaching over 110 participants with creative, educational, and technology-driven workshops.

Through SENSE., GEYC directly empowers youth and teachers to break stereotypes – for instance, challenging the gender gap in STEM by involving artists and educators in the science curriculum. Romanian youth also benefited from specialized workshops like the robotics session at the House of Science in Câmpina, and a hands-on 3D printing experience organized in collaboration with Politehnica University in Bucharest. Additionally, innovative sessions like "My Body is Water," an eco-art initiative held at GEYC, have enhanced sensorial perception and environmental awareness among young participants.

Nevertheless, what started as an idea during GEYC Bootcamp Changemakers in March 2024 at Bran, at the beginning of 2025 it became reality: an Activism Collectors podcast series dedicated to inspiring Women in STEAM.

The insights from SENSE. will culminate in a “New European Roadmap to STEAM Education”, providing evidence-based guidance on implementing STEAM methods in schools, museums, and non-formal settings. The ambitious KPIs for the project include directly engaging thousands of students, educators, and stakeholders across Europe, with Romania successfully achieving significant milestones such as involving over 500 local participants through various workshops and interactive experiences.

Find out more about SENSE. here.

In 2024, GEYC expanded its STEAM portfolio through the Pixels of Change program, a European Solidarity Corps initiative designed to promote digital citizenship and media literacy among high school students in Romania. Carried out as a series of five workshops, the program equips young people with essential digital competencies (technology) while encouraging them to reflect critically on their role in an increasingly digitized society.

Grounded in the Digital Competence Framework for Citizens (DIGCOMP 2.2) and the Digital Competence Wheel, Pixels of Change supports students in building foundational skills related to online safety, content creation, critical evaluation of information, and digital communication. These competencies are vital not only for navigating the digital world but also for active participation in civic and community life, aligning with GEYC’s mission to merge technological awareness with social engagement. Facilitated by international volunteers, the workshops use non-formal learning methods to spark curiosity, creativity, and collaboration. By integrating interactive elements and open discussion formats, the program fosters both scientific inquiry and artistic expression, highlighting how digital transformation intersects with creativity, ethics, and community development, key values at the heart of STEAM education.

Find out more about Pixels of Change here.

The UP2NEB project is an interdisciplinary youth upskilling initiative building on the New European Bauhaus values. UP2NEB will “engage, connect and empower youth workers from EU peripheral areas, equipping them with co-designed, practical learning resources and updated skills” so they can in turn empower young people to create sustainable living space prototypes for their communities.

In essence, this project emphasizes co-creation and engineering/design aspects, a clear nod to STEAM’s engineering and technology components, to tackle development gaps in rural regions. Youth workers involved in the project will support young people in creatively addressing the needs of their communities using a blend of sustainability, innovation, and arts-based approaches, ultimately contributing to more livable and forward-thinking rural areas across Europe.

Find out more about UP2NEB here.

DEMPOD is an innovative Erasmus+ Virtual Exchange project using podcasting (digital audio media) as a tool to boost youth civic engagement in the Balkans. GEYC and partners launched DEMPOD to tackle three modern challenges: low youth political participation, low media literacy, and limited youth voice in mainstream media.

The project’s STEAM relevance is evident in its use of technology and creative media (podcasts and vidcasts) to address a social issue. Training disadvantaged youth to create podcasts means teaching them technical skills in audio production and editing (Technology/Engineering aspect) as well as storytelling and communication (Arts aspect). The aim is to empower young people to use podcasts to increase their democratic participation and share their realities. By mastering the podcast format, participants learn about sound engineering, scripting, and digital dissemination, all STEAM-aligned skills, and apply these to discuss topics like governance, human rights, and community issues.

DEMPOD thereby illustrates GEYC’s approach to STEAM: using digital innovation (new media) and creative expression to amplify youth voices. As a result, not only do youth gain 21st-century media skills, they also become active content creators influencing public discourse, fulfilling both a technical education goal and a youth empowerment goal.

Find out more about DEMPOD here.

New Media Ambassadors is a flagship GEYC online training program (8–12 weeks per edition) gamified to develop youths’ digital, creative, and intercultural skills. Started in 2013, NMA has run 10 editions so far, training hundreds of young people across Europe in areas like social media management, PR, graphic design, and teamwork.

The program’s design embodies STEAM principles: it utilizes an entirely digital learning environment (technology) and encourages participants to exercise creative arts (content creation, digital storytelling) while also understanding analytics and strategy (a nod to the math/engineering side of effective communication). Each week participants complete practical assignments, receive feedback, and see their progress ranked, reinforcing an analytical approach to improvement. By the end, youth have enhanced their media literacy, creativity, and project skills, bridging technical know-how with creative expression. NMA’s success (with a ~40–50% graduation rate across cohorts) highlights how blended STEAM education, combining tech tools, creative challenges, and teamwork, can empower young people to become confident “ambassadors” of new media.

Find out more about New Media Ambassadors here

In 2023, GEYC expanded its STEAM portfolio towards design and sustainability through the NEBULA project (New European Bauhaus in Urban and Rural Areas). NEBULA is an Erasmus+ cooperation partnership that connects creative entrepreneurship with the European Green Deal’s objectives, inspired by the New European Bauhaus movement. The project aims to “stimulate the creative spirit and entrepreneurship of young people” so they become actors of the New European Bauhaus, in other words, to help youth reimagine and regenerate their communities in sustainable, beautiful, and inclusive ways. 

In practice, NEBULA engages young people in discovering innovative models of urban/rural development that merge sustainability (environmental science), aesthetics (art and design), and inclusion (social engineering)​. Through workshops, participants learned to apply STEAM skills, from green tech solutions to artistic design thinking, to real-world local challenges. The project also fosters entrepreneurial skills by encouraging youth to develop green business ideas and cultural initiatives that revitalise peripheral areas​. This multifaceted approach empowers youth not only as learners but as creators of change in their towns and villages. For GEYC, NEBULA fits perfectly into its strategy of bridging different sectors (science, technology, art, and civic engagement) to address complex problems. By connecting young innovators with the New European Bauhaus initiative, GEYC helps ensure that the voices of youth are part of designing sustainable futures for their communities. 

Find out more about NEBULA here

One of GEYC’s earliest STEAM-driven initiatives is the European Digital Youth Summit (EDYS), launched in 2014 as a biennial forum on youths’ digital behavior and skills. EDYS quickly became a flagship event, gathering hundreds of young people, experts, and stakeholders to explore how technology is transforming society.

By focusing on digital inclusion, media literacy, and emerging tech trends, EDYS addresses the "T" in STEAM, while also encouraging social innovation. Through panels, interactive workshops, and policy debates, the summit empowers youth to become informed digital citizens and leaders in their communities. This aligns with GEYC’s strategy of leveraging digital tools for positive change.

Find out more about EDYS here

RAISE was an Erasmus+ project that integrated artificial intelligence (AI) into youth education and integration. In partnership with organizations from Germany, Cyprus, Italy, and Romania (GEYC), RAISE developed an AI-based skills assessment and coaching tool to support young refugees and migrants in entering the labor market.

This project exemplified the STEAM approach by heavily featuring the “S” and “T” (Science and Technology), leveraging state-of-the-art AI, while also focusing on human development (social science and education). Through RAISE, participants gained digital and AI literacy by interacting with the platform, and refugee youth were guided in developing their own skills, including technical or vocational skills, many of which fell under STEAM. Additionally, the project had a creative and inclusive side: using innovative technology to personalize learning paths resembled an engineering solution for an educational challenge and required understanding the learner’s journey (with a touch of art in personalization). RAISE empowered a vulnerable youth group through a tech-driven mentorship model, demonstrating GEYC’s commitment to harnessing advanced STEAM tools such as AI coaching to foster social inclusion and skill-building.

Find out more about RAISE here

Youth4Bauhaus was another KA2 project that linked the New European Bauhaus initiative with youth participation. The project built capacity among youth organizations to involve young people in co-creating public spaces and urban solutions in line with Bauhaus principles of beautiful, sustainable, and collective design.

In terms of STEAM, Youth4Bauhaus was rich in the arts and design element, with Bauhaus itself being an architectural and design movement, and also integrated sustainability science and technology. Participating youth from multiple countries took part in design-thinking workshops, “design your city” experiences, and even created a digital toolkit for civic engagement in urban planning. By doing so, they learned about environmental engineering concepts (e.g. how to make cities greener and smarter) and applied artistic creativity to envision inclusive public spaces.The project included plans for the development of an innovative digital tool for youth to visualize and present their ideas for sustainable cities, underscoring the role of technology in modern civic design. For GEYC, Youth4Bauhaus reinforced the idea that STEAM was not just present in labs or coding clubs but also in urban activism. The project cultivated young people’s skills in creative design, digital prototyping, and evidence-based advocacy (drawing on data and best practices for sustainable cities).

Find out more about Youth4Bauhaus here

Another recent GEYC initiative at the intersection of technology, education, and social change is GaminGEE, an Erasmus+ project that uses digital games to promote gender equality and inclusion from an early age. GEYC partnered with game developers and educators across Europe to create The Future is Ours, a graphic adventure video game designed for children 9 to 15 that immerses players in scenarios around gender roles, respect, and diversity.Through this interactive storytelling, kids learn about empathy, consent, and acceptance in a fun yet meaningful way. The project also produced toolkits for teachers and parents to facilitate discussions around the game’s themes.

GaminGEE touches on multiple STEAM elements: it leverages technology and game design (programming, graphics, narrative art) to address a societal issue rooted in psychology and ethics. By doing so, it empowers young people to challenge stereotypes and make informed choices in the game, and by extension, in real life, about gender equality. For GEYC, this project fits into a broader strategy of using digital innovation to advance human rights education. The successful launch of the game on the Steam platform in 2025 demonstrated how STEAM-based approaches (in this case, a videogame) can engage youth on topics like violence prevention and LGBTQ+ inclusion in an accessible format.

Find out more about GaminGEE here

CREAction4EU was an Erasmus+ KA2 project at the crossroads of creativity, entrepreneurship, and active citizenship. Coordinated by partners in France, Romania (GEYC), Hungary, and Italy, its mission was to raise awareness on the importance of active citizenship through social entrepreneurship, specifically focused on the creative industries.

This project is STEAM-centric, especially emphasizing the “A” (arts) in STEAM combined with entrepreneurial skills (which relate to math/business and social science knowledge). CREAction4EU offered a gamified digital course called the CREAction4EU Ambassadors program, where young people developed their own creative business ideas addressing community needs. During this eight-week course, participants learned design-thinking methodology, business planning, and used a lot of digital collaboration tools. By focusing on cultural and creative entrepreneurship, the project empowered youth to turn artistic creativity into tangible solutions, effectively blending artistic innovation with scientific/strategic thinking. CREAction4EU advanced GEYC’s STEAM mission by showing that creative arts, when supported by technology and strategic skills, can drive social innovation and engage youth as active, solution-oriented citizens.

Find out more about CREAction4EU here

SMART-Y was a collaborative project inspired by the Smart Villages concept, bringing a strong STEM and sustainability angle into youth work. With partners across Europe, SMART-Y engaged youth from rural areas to address local challenges through a green and sustainable perspective, often using digital and innovative solutions.

This project exemplifies STEAM by combining environmental science (sustainable energy, green services) with technology and innovation (digital solutions for rural development). Youth participants took part in local “living labs” and international hackathons, where they employed design thinking and problem-solving (engineering skills) to develop community initiatives, such as ideas for renewable energy or zero-emission digital connectivity in villages.At the same time, there’s an arts and creative component: the project encouraged young people to re-imagine their rural communities and communicate their visions (for instance, through policy co-creation or digital storytelling of their prototype solutions). By empowering rural youth to become “smart citizens,” SMART-Y advanced GEYC’s STEAM mission on multiple fronts. It taught scientific concepts of sustainability, applied tech and engineering methods to real problems, and engaged youths’ creativity and civic responsibility. In doing so, it helped bridge the urban-rural digital divide and proved that STEM knowledge coupled with youth ingenuity can drive sustainable development at the local level.

Find out more about SMART-Y here

The Youth Creative Academy was an Erasmus+ Partnership for Creativity that created a space for collaboration between youth organizations and young creatives. Its aim was to stimulate the creativity and cultural expression of young people, while equipping young artists with digital and managerial skills.

This project focuses most on the arts, but it also infuses technology and engineering aspects through its approach to skill-building. For instance, TYCA hosted joint staff trainings and blended mobilities where participants learned project management for creative projects and experimented with digital tools like a “CreativityMeter” app to measure and foster creativity.By improving capacities in non-formal learning, PR, communication, and financial planning for cultural initiatives, the TYCA bridged artistic talent with entrepreneurial and technical skills. Young artists and cultural youth workers practiced using new media for art promotion (technology), learned to collect and analyze audience feedback (math/analytics), and engaged in critical reflection on cultural identity and expression (social science and arts). GEYC’s role in Youth Creative Academy aligns with its STEAM philosophy: it wasn’t enough to have talent – youth needed the tools (digital skills) and structures (management frameworks) to turn creative ideas into viable projects.

Find out more about The Youth Creative Academy here

EUROChangeMakers was a Europe for Citizens project that mobilized youth across 18 countries to discuss and influence the future of Europe through innovative means. At its core, it organized national and international civic hackathons where over 300 young citizens collaborated to propose solutions on topics like climate change, education, and digital transformation.

The project is an example of STEAM-driven civic engagement: hackathons inherently draw on STEM skills (problem-solving, data analysis, tech prototypes) and also require creative thinking and teamwork. Participants in EUROChangeMakers used digital tools and social media (Technology) to formulate ideas, and many created multimedia outputs—such as vlogs, infographics, and digital stories—to voice their solutions, blending the arts into their activism.The outcome was an informal network of 100 “European Changemakers” and a White Paper compiling youth-driven solutions, some of which leveraged science and tech (for example, recommending digital innovation in education). GEYC’s involvement in this project highlights its STEAM priority: young people were equipped with digital storytelling skills, encouraged to use evidence and innovation in policy ideas, and given a platform to creatively express their visions for Europe’s future. EUROChangeMakers thus empowered youth by treating them as innovators and designers of civic solutions, demonstrating that STEAM competencies, from coding to creative media, can directly translate into policy advocacy and societal change.

Find out more about EUROChangeMakers here

DIVERSE was a KA3 Erasmus+ project that brought together arts, digital media, and pedagogy to promote inclusion in education. DIVERSE equipped teachers in multicultural schools with innovative storytelling methods, including drama in education, fairy tales, and digital storytelling, to manage diversity in their classrooms.By training educators to use these creative techniques, the project aimed to improve the social inclusion of students from refugee, migrant, and minority backgrounds in both elementary and secondary schools.

DIVERSE leveraged the arts (theater, narrative arts) alongside digital tools to address a social challenge. The project also aimed to use coding for digital storytelling, through Scratch workshops. It empowered youth indirectly: as teachers applied the new methods, students from marginalized groups experienced more engaging and empathetic learning environments, helping them feel “seen” and included. This directly ties into GEYC’s strategy of using digital storytelling and creative expression to advance human rights and democracy. By the project’s end, GEYC and its partners had demonstrated that blending artistic creativity with education technology can combat prejudice and strengthen democratic values in schools.

Find out more about DIVERSE here

Youth Workers 2.0 was a KA2 Erasmus+ partnership focused on innovating youth work through digital means. Over its course, it trained youth workers from multiple countries on how to use ICT tools and digital methods to deliver basic skills education to youth.

This project sits at the intersection of STEAM and youth development: it not only upskilled educators in using technology (e.g. e-learning platforms, online facilitation techniques), but also emphasized pedagogical innovation, an engineering-like approach to designing better educational processes. By its end, Youth Workers 2.0 produced a “Digital Youth Work” toolkit (including a guide and digital platform) for sharing best practices​. In terms of STEAM, the project highlights the “T” and “E”, technology and engineering, by improving technical capacities of youth workers and systematically enhancing how educational content is delivered. Participants learned to critically integrate digital tools (from social media to collaborative software) into their workflow, thereby extending the reach of youth education beyond traditional settings. Ultimately, this project empowered those who empower youth: by embracing tech innovations, youth workers can better engage the new generation in learning essential skills (including STEM skills), illustrating GEYC’s growing impact in the STEAM domain.

Find out more about Youth Workers 2.0 here

Young Digital Leaders was a Europe-wide program (supported by Google.org) that GEYC implemented in Romania to foster digital citizenship and media literacy among adolescents. Aimed at students aged 12–15, the program taught critical thinking, online safety, and effective communication in the digital space.

This project strongly reflects the STEAM approach by integrating technology education (safe and effective internet use) with social science and arts elements (critical analysis of information and creation of digital content). Through interactive workshops and a tailored curriculum, participants became more than consumers of technology, they became responsible creators and critical evaluators, which touches on the science of behavior (understanding the impact of media on society) and the art of communication. GEYC’s role in Young Digital Leaders underlines the empowerment aspect: youth gained the skills to navigate online information and combat issues like misinformation and hate speech. By improving these digital literacy skills, a foundational part of STEAM in the modern era, the project prepared young people to be active, informed digital citizens. In essence, Young Digital Leaders contributed to GEYC’s STEAM mission by merging technology, critical thinking (science), and creative expression, ensuring that tomorrow’s leaders are both tech-savvy and socially conscious.

Find out more about Young Digital Leaders here

The #PlayEurope project exemplified the fusion of technology, gaming, and social education. As an Erasmus+ strategic partnership, #PlayEurope developed educational games (“EduGames”) and resources to engage young people in active citizenship and social entrepreneurship. The project raised awareness about the importance of being active citizens by using gamified learning tools and real-world challenges. For example, #PlayEurope produced a “Manual of Success Stories on Social Entrepreneurship” and a step-by-step guide to “Become Social Entrepreneur in 7 days,” which were tested through workshops in all partner countries.

By harnessing game-based learning (the project’s interactive digital toolkit) to teach civic and entrepreneurial skills, #PlayEurope covered multiple STEAM aspects: technology and design (through game development) and societal education (civic competence). This innovative approach empowered youth with both hard skills (digital literacy, business planning) and soft skills (teamwork, problem-solving), reflecting GEYC’s broader strategy to use creative methods for tackling youth unemployment and disengagement.

Find out more about #PlayEurope here

TURN ONline was an Erasmus+ Strategic Partnership that brought digital transformation to youth NGOs working in peace-building and human rights. The project’s main goal was to bring digitalization closer to organizations promoting peace and human rights. In practice, this meant training youth leaders and NGO staff across Europe in using online tools for activism, from social media campaigns to digital storytelling and webinars.

Turn ONline embodies STEAM by showing how Technology and Arts can amplify social impact: participants learned technical skills (like managing webinars, using collaborative platforms) and also creative skills (like crafting compelling digital content on peace and equality). By conducting international trainings and even a conference on communication strategies, the project applied an engineering mindset to social challenges, essentially “engineering” better outreach strategies through tech. Youth and NGO workers were empowered to become savvy digital activists, which not only enhances their ICT competencies (technology) but also leverages their creativity and communication prowess (arts). In line with GEYC’s STEAM focus, Turn ONline demonstrated that digital tools (from design to data) combined with creative strategy can significantly elevate youth-led initiatives in democracy and human rights, fostering a generation of young leaders who are both tech-empowered and socially engaged.

Find out more about Turn ONline here

eSkills for Volunteers was an Erasmus+ Strategic Partnership that addressed the digital skill gap among youth volunteers and NGO staff. The project created e-learning courses and resources to help youth workers fully exploit ICT in education.

By equipping volunteers with IT competencies, eVF contributed strongly to the STEAM agenda on the Technology and Engineering fronts. For example, it taught participants to use online tools for remote collaboration, digital content creation, and data management, crucial skills in an increasingly digital nonprofit sector. The project’s objectives included developing innovative learning via ICT and virtual collaboration and producing open educational resources, which directly ties into STEAM by using modern technological methodologies in learning. From coding basics (GEYC even hosted HTML workshops during EU Code Week as part of this project) to implementing social media policies, eVF empowered youth and NGOs to be more effective in the digital age. This empowerment through technology exemplifies GEYC’s mission to blend STEM skills (here, digital literacy) with active citizenship – volunteers learned not just to use tech tools, but to drive social inclusion and employment with those tools.

Find out more about eSkills for Volunteers here

Balkans Without Hate was a regional Erasmus+ capacity-building project that used digital media and storytelling to combat hate speech and promote multicultural understanding among Balkan youth. As a partner, GEYC helped young people from various Balkan countries work together to create documentary films and multimedia campaigns showcasing positive examples of multiculturalism.

This project is a great example of adding an arts and technology twist to a human-rights initiative: the art of filmmaking and the use of digital tools (cameras, editing software, social media for dissemination) were central to its activities. Participants gained skills in non-violent communication, critical thinking, photography and video production, clearly hitting STEAM targets by learning the technical aspects of media production (camera work, sound engineering, editing i.e., technology/engineering) and the creative aspects of storytelling (script-writing, visual arts). They also delved into the history and social science behind hate speech and conflicts (touching on the analytical science side). By combining these, BWH empowered youth to produce high-quality documentaries as educational tools for their communities. This not only enhanced their digital/media literacy but also gave them a voice to influence social change. In essence, Balkans Without Hate advanced GEYC’s STEAM and youth empowerment mission by showing that mastering multimedia (a fusion of tech and art) enables young people to address societal issues effectively. The project’s legacy is visible in follow-up initiatives like the HaSpe (Hate Speech) research and the EQUALIS initiative that GEYC launched as part of BWH’s dissemination, all reinforcing that through creative STEM-driven methods (like research and media creation), youth can stand up against hate and build inclusive societies.

Find out more about Balkans Without Hate here

SMARTER was a Youth in Action training initiative focused on using technology and digital media to boost youth employability. Over a 9-day academy, participants from 14 countries learned to harness social media tools for project management, promotion, and personal branding​. By developing digital communication skills, they improved their career readiness and entrepreneurial mindset.

This aligns with GEYC’s STEAM mission by emphasizing the “T” in STEAM (technology) – teaching young people to leverage online platforms and digital skills in innovative ways. The project’s hands-on approach empowered youth to design and implement local employment projects, demonstrating how technical proficiency (e.g. social media savvy) and creative communication (an arts element) can combine to enhance one’s future job prospects. In summary, SMARTER strengthened digital competencies and confidence, directly linking technology education to youth empowerment in the job market.

Find out more about SMARTER here

S.M.Y.L.E. was a Youth Exchange project (Youth in Action Programme) that engaged young people from five countries in developing digital competences for employment. Through workshops on social media, multimedia production, and intercultural communication, participants explored how new media technologies can improve their job readiness and self-expression. The project’s core idea was to turn youth from passive “digital natives” into active content creators and critical thinkers, blending technology skills (video CVs, social media) with interpersonal development.

By doing so, S.M.Y.L.E. touched multiple STEAM facets: Technology (social media, multimedia) was front and center, while collaborative activities and an EU Parliament simulation fostered critical reasoning and civic awareness (linking to science/social science inquiry). Participants not only gained practical tech skills for the workforce, but also learned to apply these in creative and socially responsible ways. This illustrates GEYC’s STEAM approach by showing that digital literacy and creativity can enhance youth employability and civic participation simultaneously.

Find out more about S.M.Y.L.E here

Our news

See all news

GEYC - Group of the European Youth for Change

Organisation in Special consultative status with the United Nations - Economic and Social Council since 2023. A member of the PRISMA European Network.

All rights reserved • 2010-2025