The SDG School is a four week long challenge-based university that gives you access to a platform where you can voice an opinion, take an action and create an impact alongside 100 young leaders from across the globe. As a result of two complementary programs joining forces, SDG School is co-organized by Makers'Asylum and CRI-Center for Research and Interdisciplinarity as an upgrade of their two universities : STEAM School and CRI Labs Summer School.
The SDG School is based on the Sustainable Development Goals outlined by the United Nations to be reached by 2030, a blueprint to achieve a better and a sustainable future for all cultures around the globe in the areas of education, healthcare, equality, energy, production, consumption, climate change and strategic partnerships.
During these 4 intensive weeks, you will be exposed to global scenarios, new methodologies in science and technology and will be trained to think like a social entrepreneur to prototype a meaningful project. You will create a game, make a device or build an art installation tackling a SDG with the mentorship of experts in game making, medicine, environmental science, digital fabrication, frugal innovation – and much more!
The SDG School Program is divided into two modules of 2 weeks each. The STEAM module aims to work around solution finding for the UN-SDG’s whereas the IMPACT module aims to take the projects developed in STEAM from prototype to maturation stage with the help of advanced prototyping and research methodologies.
In the STEAM module you will:
Take a look to the winter 2018 STEAM edition: it gathered 80 participants guided with 30 mentors from 10 countries. The 13 teams shaped games, devices, experiences and facilities tackling water access, housing matters, bullying prevention, waste management, craftsmanship valorization and learning support and presented it in UNESCO to an expert committee.
In the IMPACT module, you will:
To project into IMPACT module, take a look at the 2018 CRI Labs Summer School edition : it welcomed 30 participants from 6 countries and 13 academic backgrounds. The 10 projects were devices, games, VR experiences and art installation tackling climate awareness, sexual harassment prevention, depression support, diabete treatments, parkinson understanding, microbiology comprehension, anxiety calming and biology teaching.