FullBlast STEAM
- United States

We will use the momentum from the SOLVE activity to galvanize new and existing stakeholders, then make a collective decision to continue our strategic launch of:
1. An ecosystem of innovative branded Ed-Tech equipment, made available to parents, schools & districts, and OST youth programs (anytime other than school hours) Youth incentivized by multiple opportunities to engage #2 & #3.
2. A branded Ed-Tech Family Entertainment Center nationwide franchise utilizing similar cutting edge Ed-Tech equipment, software, immersive activities and interactive media.
3. A new-school Travelling Ed-Tech Game Show Competition that connects the 2 stages above with all the big name sponsors, and 21st century savvy marketing tricks for the good goal of sparking School vs School, neighborhood vs neighborhood, team vs team high tech challenges with points and prizes and swag and clout. 21st century skills on full display. Practice is mandatory!
A 3 part, long term strategy to attract and onboard as many young people as possible into the STEAM (Science Technology Engineering Arts & Mathematics) tract.
Each stage will require more than $300k so just as important as the cash, is our ability to clearly present the multifaceted value to the spectrum of users, clients and potential stakeholders.

I grew up in Baltimore and on multiple occasions I witnessed fun turn into felonies and lives impacted negatively by misplaced energies. Youth are caught between a lack of investment in the youth population, and the large amounts of idle time that they are managing. Many are experiencing ACE’S (Adverse Childhood Experiences) as they navigate life in America’s urban and rural environments like Baltimore.
I realized as a teenager that my peer group and I needed guidance and skills to put to use. I started researching existing technologies and dreamed of ways to merge them into this "real life gaming" my peers would enjoy, participate in, and benefit from. I wanted to design something fun and attractive that kept us occupied, something incentivized with the things teens "need", and things that parents saw value in.
I didn't know the word back then but I was designing a massive social intervention incorporating best practices for learning and 21st century skill building, into new type of outlet for young people merging sports, exploring, gaming, collaboration, critical thinking challenges, and competition. It was a distant dream for me as our real lives were still a daily soup of traps, setbacks, and stressful decisions.

We are on a mission to create mainstream access to the best of educational technologies for young people across socioeconomic divides, specifically targeting the historically under-served.
As a for-profit company our innovations are intellectual property, appealing enough to sell access to it to those that can afford it, and with enough inherent value through partner relationships and economies of scale to launch subsidized access opportunities for the less wealthy. The tech divide, the USA's dwindling ability to fill tech careers, the USA's young people scoring 25th in the 2018 PISA global STEM testing, all speak to the magnitude of our country's 21st century skills deficit.
Lacking access to educational technologies, and the tools for developing, practicing, and applying 21st century skills is one challenge. The exclusionary language, imagery, and context around 21st century technologies is received by some youth as being "not for me", "only for white people", etc.. enough to dissuade a child's attraction to inconsistent STEAM activities.
Our solution is to merge the best of 21st century skill building activities with the best of existing technology to simultaneously educate and entertain new generations into the skill sets our communities require of them to build our collective future with.

We have curated and tested much of what is currently available on the market for both high end private schools & OST youth programs in Towson Maryland, and low end public schools & OST youth programs in East Baltimore. We've worked the spectrum of communities since 2016.
46 community engagement events in 5 years, learning how and how not to engage kids, sometimes in the middle of playing in the streets, with robot racing and drone piloting and virtual reality goggles, and 3d printing pens, etc.
We've conducted hundreds of in-person workshops and learned that no 1-4hr per week STEAM program is immersive enough to compete with the force of the 5 most popular forms of entertainment activities. Screen based activities, Audio based activities, Cardio based entertainment, Collaborative activities, and lastly entertainment & activities that meet a need: food, comfort, things of value, etc..
With parents, schools and youth programs making ed-tech purchasing decisions for many reasons, we learned to focus on and innovate in, what we call "Future Proof" Technologies (Robotics, Drones, Virtual Reality, 3D printing, Screen Based Gaming, and Physical/Digital hybrid gaming.) because they all translate into significant opportunities for hobbies, freelancing, further education, careers, and entrepreneurship.

We are an organization run by design thinkers, dedicated to our young people, and due to our clients we have generated a significant amount of word of mouth based business from schools, 501c3 organizations and youth programs, increasing yearly revenue until reaching75k in 2018, 108k in 2019, and 85k in 2020 as we launched our Virtual Academy. We've began documenting best practices, and after years of reinvesting revenue into opportunities to directly engage, learn, and add value, we are currently transitioning into a process driven operation with a consistent sales driven revenue stream. We've done that with our soon to launch 3DPenParty.com monthly activity subscription kits. We've created innovative adaptations to each of the 6 "Future Proof" categories of Educational technologies making each of them more aligned with our larger vision of a filling FEC venues with a new sport, a "Techsport", a smart environment and interactive components for that environment being made available to youth programs and schools. When the travelling events grow to the size of a "Cirque du' solei" of STEAM, the city's participants have been preparing, and the spectators, the brothers, sisters, aunts, uncles, are watching this, seeing the incentives and considering doing something brand new.
- Women & Girls
- Pregnant Women
- LGBTQ+
- Children & Adolescents
- Rural
- Peri-Urban
- Urban
- Poor
- Low-Income
- Middle-Income
- Minorities & Previously Excluded Populations
- Persons with Disabilities
- 1. No Poverty
- 3. Good Health and Well-being
- 4. Quality Education
- 8. Decent Work and Economic Growth
- 9. Industry, Innovation and Infrastructure
- 10. Reduced Inequality
- 11. Sustainable Cities and Communities
- 16. Peace and Justice Strong Institutions
- 17. Partnerships for the Goals
- Economic Opportunity & Livelihoods