Mental Health (Grades 6-12) ESTEAM® Design Challenge in a Box
Mental Health (Grades 6-12) ESTEAM® Design Challenge in a Box
Students will enjoy brainstorming, prototyping, pitching, and iterating while creating a product or app to support youth experiencing mental health challenges.
They will rapidly prototype a physical product and can choose to storyboard a service business or use a graphic organizer to model a digital product with an app wireframe.
What’s included:
- 1 ready-to-go entrepreneurial design challenge activity on the topic of mental health
- 15 pre-made bags with physical materials (tape, pipe cleaners, notecards, foil, paperclips, craft sticks)
- Facilitator guide with step-by-step instructions, discussion prompts, and student reflection tools
- 4 extension activities including: graphic organizers for app prototyping, feedback, market research, revenue generation, & business model
- 12 mindset posters to reinforce entrepreneurial thinking
- 1 deck of entrepreneurial mindset cards
More details:
- 30 mins to 2+ hours of programming, depending on the use of extensions
- Serves up to 30 students
Check out the ESTEAM® Design Challenge Program Deck to see what it looks like for both youth and instructors.
Whether you run the challenge in a single session or extend it to include additional skills such as market research and business model, STEAM (Science, Technology, Engineering, Art & Math) Learning is brought to life through an Entrepreneurial lens with this challenge. Your students will have FUN while developing valuable mindsets & skills that will help them in their personal and academic lives and support future workforce development.
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