KA2 Youth – Innovation

Essential elements of STEAM seem to be entirely or partially missing from current educational curricula with Intellectual Property (IP), referring to patents, designs, confidentiality/ privacy/trade secrets, plagiarism, trademarks and copyrights, to be the most apparent (OHIM, 2015). Knowledge of IP is pivotal to ensure the work and innovative ideas are recognised and protected. For people wishing to work or working in the field of STEAM, there is a possibility that at some point in their career, they may invent, design or create something with a potential commercial value. 

The need to train youth and youth workers on IP becomes essential taking into consideration the promotion of STEAM and Entrepreneurship as a means to enhance employability and competitiveness (European Commission, 2015). In fact, youth entrepreneurship has always been a key priority at a national, European and international level with strategies, frameworks and agendas established to encourage young people to pursue it (UN, 2020; EC, 2017; ONEK, 2015).


ImProve STEAM aims at equipping youth workers and trainers promoting Youth Entrepreneurship and STEAM with the required knowledge on Intellectual Property. Specifically, the objectives of the project are to:

– Raise awareness about IP among youth workers;

– Develop a serious game for promoting, educating and gaining hands-on experience on IPRs;

– Encourage young people to pursue STEAM or Entrepreneurship career through integrating the notion of IP in Entrepreneurship and STEAM training for youth;

– Equip youth workers with an innovative tool and a new thematic to be covered in their training;

– Develop a Skill Verification Scheme to validate the learner’s competence in IP and encourage organisations working with youth to integrate IP in their training activities.



More than 260 youth workers, trainers and young people aged 15 to 30 are expected to participate in the project’s activities.


–Methodology & Activities–

The project is evolved around three Intellectual Outputs; IO1 aims at employing desk research in addition to youth consultations for the development of a Training Material on IP structured into four thematic modules, namely, patents, trademarks, designs and copyrights; IO2 relates to the development of a Serious Game on IP comprising the conceptualisation of the game design, audios, animations, videos, of the remodelling of Training Material developed in IO1 to fit the requirements of the game, of an internal testing of the Alpha version, of the translation of the game to the partners’ languages and of the pilot testing by young people before the final modifications; IO3 focuses on the development of a Skill Verification Scheme to give the opportunity to end-users to assess the content of the Training 


Material and the Serious Game as well as evaluate their acquired knowledge. An IP badge will additionally be designed in the context of IO3 to award end-users mastering the knowledge of the Training Material and organisations working with youth which integrate IP in their STEAM and Entrepreneurship activities. A Training Activity for staff, youth workers and trainers will be organised in Romania to serve the purpose of validating the project results which will be shared in the three multiplier events targeting the needs of the local youth community in Poland, Romania and France.


–Results & Impact–

Besides the production of the tangible outcomes of the project, which refer to the preparation of a stand-alone training material on IP, the development of Serious Game on IP and the creation of an IP Skill Verification Scheme, the ImProve STEAM will: provide increased awareness on Intellectual Property concepts with emphasis on STEAM and Entrepreneurship

job sectors while encouraging youth to pursue a career in STEAM and youth Entrepreneurship. The participants are expected to realise the importance of Intellectual Property in all aspects of STEAM and Entrepreneurship which is apparent from the initiation, design, implementation and exploitation of any innovative idea. Finally, the participants are expected to get introduced into new practices targeting the real needs and gaps of young people, to integrate IP in their training programmes with emphasis on STEAM and Entrepreneurship ones and explore the potential of embedding IP in their current training activities with youth focusing on other fields (e.g. digital competences).

–Long-Term Benefits–

The project aspires to strengthen the collaboration between formal and non-formal education in different countries on enhancing innovative educational practices and methodologies while it generally aims at raising awareness of the importance of IP on a European/Global level with enhanced initiatives on how and in what ways it can be protected.