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Sustainable STEAM -
Train the Trainer 2026

Inform Include Ignite 

 The Sustainable STEAM Train the Trainer Programme is a first-of-its-kind national model designed to build capacity in STEAM (Science, Technology, Engineering, Arts, Mathematics) education through an inclusive, community-rooted, research-led approach. Delivered by SMARTlab Skelligs - Future Focus21c, in partnership with leading national and international experts, the programme equips educators, youth workers, creative practitioners and community facilitators with the confidence, methods and tools to begin to deliver integrated STEAM learning. The programme integrates inclusive design, creativity, sustainability, circular economy principles, and 21st-century skill development, ensuring that participants gain not only technical know-how but also the values, pedagogical frameworks and ethical foundations required for meaningful community impact. 

 The programme aims to: 

  • Build local capacity by equipping community-based educators and practitioners withpractical STEAM facilitation skills.

  • Strengthen regional ecosystems through cross-sector collaboration betweeneducation, culture, enterprise, youth services and creative industries.

  • Embed inclusive design approaches into STEAM learning to ensure accessibility, equity and participation for all learners.

  • Support national skills strategies by nurturing creativity, problem-solving, innovationand digital literacy.

  • Develop sustainable pathways for young people into STEAM, creative, cultural and technical sectors.

  • Generate evidence of impact through research-driven delivery, data analysis and continuous evaluation.

 

To find out more or register for our open evening click the link

Sustainable STEAM Train the Trainer is funded by South Kerry Development Partnership under the 2023 – 2027 LEADER Programme.

 

 

 

 

 

 

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Meet The STEAM Team

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Dr Anita McKeown, FRSA,  FIPM, MEI

Co-founder and Director Future Focus21c Edu

Director SMARTlab Skelligs 

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Anita is an award-winning artist, curator, and educator working at the intersection of socially engaged art, equitable placemaking, and ethical technology.

For nearly 30 years, Anita has led interdisciplinary projects that connect education with arts-led community resilience, with a deep commitment to place, equity, and ecological awareness. Her educational background began in Inclusive Teaching and Learning and has been augmented through Trauma-informed certification, the Earth Charter's Education for Sustainable Development, VUCA Training and Enterprise and Innovation Facilitation training. 


As senior faculty with SMARTlab Research Institute and Director of SMARTlab Skelligs, a split-site host research hub  her role centres on two intersecting domains: Inclusive and Sustainable STEAM education and Creative Placemaking integrating futures and climate literacy and circular economics into art and design practices.  Her work supports  regional innovation in education and regeneration within Community and Education contexts. 

 

As co-founder and director of Future Focus21c, Anita utilises creative strategies and tactics grounded in place for deep learning.

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Professor Camille Baker 

Professor in Interactive and Immersive Art

Senior Tutor, Digital Direction 

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Camille is an interdisciplinary digital artist, curator and researcher in Immersive Experiences, Interactive Art, XR design, interactive art, participatory performance, e-textiles, emerging technologies, and digital art curating across creative disciplines. Camille is now primarily focussed on XR artworks on women’s healthcare stories, to validate patients’ experiences and create empathy in others. See website

Camille’s role as Senior Tutor for the Digital Direction programme, Professor of Interactive and Immersive Arts, responsible for Research in the School of Communication.
Camille has taught in digital and interactive arts and design since 2002 in Canada and then in the UK from 2007.  

 

From 2014, Camille was at the at the University for the Creative Arts as Course Leader of Digital Communication, then Reader for the School of Communication in 2015, then Professor in the School of Film, Media and Performing Arts in 2020; in the School of Games and Creative Technology, co-leading the development of the new school until October 2022. 

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Dr Victoria Geaney

Royal College of Art, Industry Researcher

​MA Sustainable Fashion, Falmouth University

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Victoria is part of the London Doctoral Design Centre (Arts and Humanities Research Council) and has initiated collaborations with synthetic biologists and microbiologists at Cambridge University, Surrey University, and Imperial College London.  Visit website 

 

Victoria is regularly invited to speak about her research, including at: the Victoria and Albert Museum, London; the Fashion Institute of Technology, New York; Amsterdam’s Waag Institute; Ecole Nationale Supérieure des Arts Décoratifs, Paris; Munich Fabric Start; and the University of Western Australia.

 

Victoria's practice has featured in a number of national and international exhibitions, including: Vienna Design Week, 3rd Istanbul Biennial, SHOWstudio Fashion Film Award and as part of Harvard's entry in the National Science Foundation’s ‘Big Ideas’ Competition, as well as in publications including: Wired, Nylon, U+Mag, Higgs magazine and Design Exchange. 

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Bianca Peel

Founder, BPCE, NomadAlba

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Bianca Peel is a distinguished learning designer, educationalist, and holistic human-skills consultant with over 20 years’ experience in education and professional development. She leads NomadAlba Ltd, BPCE and NitA (Nature is the Artist), where she delivers values-driven, empathy-centred learning and leadership programmes grounded in creative pedagogy, trauma-informed practice, and social-emotional learning as well as creative arts therapy sessions and gatherings. 

 

As a core contributor at Code Division, Bianca co-designs and delivers innovative,  inclusive digital skills and human-skills curricula that blend technical and STEAM literacies with creativity, critical thinking, communication, and adaptability. Her work has supported programmes focused on neurodiverse women, refugees, data literacy, returner pathways, and digital empowerment for underrepresented learners, advancing equitable access to STEAM careers. For further information view:   See website 

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Rebecca White

Co-founder and Director Future Focus21c Edu 

​Senior Advisor Ocean Literacy and Learning,

The Ocean Race

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Rebecca White is an award-winning educator and learning programme developer working at the intersection of sustainability education, place-based STEAM, and large-scale public engagement for ocean literacy.

 

For over 20 years, Rebecca has designed interdisciplinary programmes, projects, and learning experiences that link classrooms with communities and industry, centring equity, relevance, and ecological awareness. Her practice supports educators to guide design-thinking journeys from framing real problems to prototyping solutions.

Rebecca develops training, resources, and public programmes that translate sustainability into clear briefs, to develop confident teams, practical tools, and replicable models that scale from local pilots to global and evidence of change. 

As Senior Advisor for Ocean Literacy and Learning for The Ocean Race, she leads global learning management and events that make complex ideas actionable, and promote prosocial behaviour change.​​

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Olha Burdo 

Artist | Engineer 

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Olga Burdo is a STEAM educator and mentor with a track record of building hands-on, project-based learning across K–12. Olga was at the Socrat STEAM Centre in 2016, teaching game development, 3D modelling, LEGO mechanics, micro:bit projects and Minecraft Education. From 2016–2022 she mentored teams from Educational Complex '141 ORT' for FLL Jr/Challenge, WLRC, MakeX, Robotraffic, WRO, and the ORT STEM Cup, and trained WLRC mentors (2018–2020).

 

Since 2020, Olga has served as an Engineering & Technology teacher at '141 ORT,' continuing competition coaching and educator support. She helped introduce the Singapore Science program to Ukrainian primary schools (2017–2019), co-authored computer science resources with micro:bit activities (2018–2019), and authored the practical course “STEM Education in Primary School,” delivering teacher CPD workshops (2018–2020).

 

Olga develops accessible, inclusive STEAM that grows problem-solving, creativity, and confidence, while equipping educators to run sustainable programs. She began working with Future Focus21c in 2022, leading the First Lego League Robotics programme and co-designing STEAM education. 

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Dr Colin Keogh

Principal Innovation and Commercialisation Consultant Inlecom Commercial Pathways

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Dr Colin Keogh is a Mechanical Engineer, Designer, Lecturer & Innovator, that works with organisations to enhance their Innovation, Impact and Performance via Technology. 

As Principle Innovation & Commercialisation Consultant acts as the Innovation & Commercialisation lead within ICP to provide proactive support in advancing innovation, patent protection and commercialisation goals for a number of large scale EU funded R&D projects. in effect fulfilling the role of a Management Consultant developing next generation innovation businesses & revenue streams. Focus on developing commercial focused market assesment, customer validation, solution alignment, business model and planning actions including IP protection, funding and ongoing investment.

Colin supports multi-million euro projects in the VR, Healthcare, CRM, Biological Materials, 5G & Industrial sectors with Market Assessment, Customer Validation, Solution Alignment and Business Planning.

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Dr Zi Siang See

Senior Lecturer in Innovation, Design, Digital Learning and Technology including Extended Reality (AR VR),

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Dr Zi Siang See has specialised over the past 10 years in the design, use, and integration of interactive media, including augmented reality (AR) and virtual reality (VR) research-creation. See demo reel

 

Zi has over 15 years of experience working within the field of interaction design and digital media, both in industry and within university institutions, nationally and internationally. These experiences include collaborations with multinational corporations such as McDonald’s, Lafarge Cement, Servier, Leo Burnett, DDB, and Saatchi & Saatchi Arachnid. He has been involved in various MOOC projects and actively engaged in scholarly research and international collaborations. His work has contributed to the development of new systems, theories, and studies in human-computer interaction, educational technologies, and inclusive design.

 

Some of his technical research papers have been published in specialised venues such as SIGGRAPH, IEEE Virtual Systems and Multimedia (VSMM), and Springer’s Virtual Reality. Zi presented at TEDx in 2017, delivering a talk focused on the positive impact of augmented reality (AR) and virtual reality (VR). 

Reimagine Blended Learning award
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COP28 Top 100 Global Teaching solutions Climate Change Solutions 

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