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Meditations on Relevance, Part 3: Who Decides What's Relevant?

Museum 2.0

We use a simple "honeycomb" diagram (image) to do these four steps. Here are two examples: Our Youth Programs Manager, Emily Hope Dobkin, wanted to find a way to support teens at the museum. The most successful programs fostered youth empowerment and community leadership in various content areas: agriculture, technology, healing.

Teen 20
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Six New Games for Change: Check Out the Future of Gaming for Good

NTEN

” Presented by filmmaker Chelo Alvarez-Stehle, SOS_Slaves aims to raise trafficking awareness in teens while empowering them with the tools to take responsibility and speak out against this issue. Documentary footage and stories told through game present images of strong women of color. JURY FEEDBACK. BOTTOM LINE & FUNDING.

Game 81