Our projects & Approach

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Reimagining Education

From the 6th largest public school district in the U.S. to high schools in south-central Los Angeles and west-side Chicago,…

We partner with public schools and other educational programs, primarily in under-resourced and marginalized communities, to teach students and teachers how to harness the power and potential of XR – and tools such as ChatGPT – to reimagine new pedagogies for education and learning.

Through an “innovation sprint” project-based approach, we train the teachers and students how to create their own educational assets and design new curriculum using immersive and experiential teaching methods that incorporate edu-tainment and gamification techniques.

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Building Awareness & Empathy for Social Causes

We are partnered with the leading digital communications ITU agency from the United Nations  to explore how to use XR experiences to bring education, awareness, and empathy to the UN’s 17 Sustainable Development Goals (SDGs).

From the United Nations SDGs to a world-renowned Museum focused on bringing cultural preservation to local communities…

We specialize in leveraging XR innovations to assist social-impact and cultural organizations (NGOs, Museums, etc.) to bring education, awareness, and empathy to their causes in unique and extraordinary new digital XR simulations.

We design and build virtual environments for these organizations – their own customized Metaverse – that help them tell stories to engage their stakeholders into life-like 360-degree and 3D immersive experiences.

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Upskilling Youth In Low Income Communities

As featured in a 2022 BBC article, we are examples of youth from under-served public school systems who have been trained and upskilled into new-economy job relevancy

We mentor and train individuals in low-income and marginalized communities on the Metaverse and XR technologies with the goal to upskill them as early-adopters, leveraging their new competency to create sources of personal income as “Metaverse Entrepreneurs”.

In addition, our goal is to place these individuals into compensated positions on our own projects we do for schools and social-impact organizations. The individuals we mentor and upskill are from the actual communities that that we work with, and this creates a highly effective peer-to-peer element to our projects; i.e., a student we upskilled who recently graduated from a low-income school is now working with us as a project lead at that same school to help them use XR to transform education and learning.

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Reimagining Education

For these school projects we typically work with about 20 students, administrators, and teachers to conduct a pilot. We start by working with the teachers to identify a topic or subject matter that feel they have always struggled with getting students engaged, and thus students progress in learning that subject has suffered. Essentially, we are asking the school which subjects do they feel traditional methods and tools of education are not proving sufficient. Our objective is to then explore and experiment with these new tools we are introducing to see if better results may be obtained. Specifically, we want to explore with the students and teachers how virtual reality may be applied using immersive and experiential methods for learning. We then work with the students, teachers, and administrators over a multi-month project to test different educational pedagogies using VR, while incorporating “edu-tainment” and gamification techniques. The Exponential Destiny team trains the students and teachers on how to design and create in VR (a non-technical skillset), so that they become the developers of their own solutions and are ultimately self-sufficient.

Our Approach

If you are an educational organization – public school, after school program, adult learning center, summer camp – we would like to partner with you to experiment with new tools and methods using VR to dramatically improve education and learning:

The Issues & Market Failures within the Public Education System We Are Attempting to Address

RELEVANCY:

One issue is keeping the education curriculum relevant – keeping up with the exponential pace of change – to prepare students for the new emerging digital economy. “How we teach and what is being taught” needs a refresh.

HYPER-AUTOMATION & DISPLACEMENT:

Another issue is preparing students for new emerging jobs, and not those traditional skills that will or are being automated away by artificial intelligence and robotics. Even “coding” is a skillset that is becoming less relevant, as AI is becomes more advanced and sophisticated. Students may think they are learning skills in school to prepare them for a career, if not simply job security, however much of the current curriculum being taught in public schools is becoming outdated in terms of pragmatic entrepreneurial skillsets required for a student to be relevant in the swiftly ever-emerging technology-enabled economy.

STUDENT ENGAGEMENT:

A third challenge is the struggle for teachers to engage their students into their own education process, while competing with attention deficit disorders brought on by a generation being raised on the digital addictions and instant gratification of social media. We often hear, “my students are tuning out and becoming hard-wired to digital stimulus, making it more difficult to engage them in their education.”

 

GENERATION LOST:

Lastly, of near-term immediate consequence compounding the matter, there is a significant learning chasm created by the recent global pandemic.

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Potential and Promise: The Early Efficacy Data for Education & Learning in VR

Faced with the issues and market failures in the public education system (per above), it is clear that innovation is essential to meet these challenges. Fortunately, in early 2020 there was a significant inflection point in the advancement and innovation of virtual reality (VR) capabilities –i.e., exponentially improving quality of experience combined with dramatically declining cost for hardware and software. As important, there were some early efficacy studies that were emerging that were signalling game-changer potential when introducing immersive and experiential methods of learning to students within VR.

One noteworthy initial efficacy study really struck a chord with us at Exponential Destiny. Specifically, the following 2020 Price Waterhouse Coopers (PwC) independent study (see Chart) :

(full report: https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html)

The report highlights the dramatic (exponential vs. incremental) improvements in training and education when comparing learning in Virtual Reality to classroom and on-line learning approaches.

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Project Approach & Methodology

When we originally formed Exponential Destiny, we wanted to test our theory and see if we could obtain similarly impressive results as the PwC efficacy study (above) while evaluating the potential of applying VR in an under-resourced public-school environment. However, we didn’t want to spend a lot of time with school bureaucracies and “red-tape” trying to gain school-board level approval to evaluate bringing this emerging capability into a public school. Thus, we adopted an “Edge” change-management strategy for innovation; rather than working top-down by approaching a school board (a.k.a., the “Core”) to review and approve introducing this capability into a school system, we decided to work on the ”Edge”; identify an open-minded public-school leader and innovator that would collaborate with us on an initial proof-of-concept to pilot and experiment with designing a methodology and approach for using virtual reality in their school and classrooms. This bottom-up approach required “asking for forgiveness” vs. “permission” with the broader school district, with the goal to quickly start experimenting hands-on with this innovation in real learning situations with students and teachers. Our theory of impact and change was that if we could demonstrate success with one school in one classroom (bottom-up) – with teachers and students taking ownership – it would create momentum that could have a broader domino and ripple effect for the organic adoption by the entire school and even broader school district.

Also, through our own pilots with schools, we also started to tap into the powerful potential and notion of “Edu-Tainment” based learning in VR; creating entertaining and even gamified immersive experiences in VR that make learning engaging and fun, even for today’s students that are being hard-wired with short attention spans by social media. Not to say there are not real risks and concerns to exposing young people (and society at large) to these virtual worlds (i.e., addiction, isolationism, escapism), however we feel in the field of education and learning it is an incremental and potentially powerful tool.

At Exponential Destiny we have designed and implemented three types of engagement models and approaches for how we work with a school system or educational group (below). Each approach differs depending on objectives and desired outcome, budget, time duration, learning environment, and student profile. A key to our approach when we engage with students and teachers on these projects is that the Exponential Destiny leads who conduct the project and related training are themselves recent graduates from public high schools in similar communities. This relatability factor is important for the self confidence of students (and teachers) who therefore are observing their peers as specialist and mentors.

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OUR RESEARCH PROJECTS & CASE-STUDIES

Educational programs and institutions we’ve worked with to explore integrating immersive & experiential methods using XR into their curriculum

2021 - Broward County, Florida - Our First Pilot School District (6th largest school district in the U.S.
Starting Our Research – Our First Pilot School District

In early 2021 we identified leaders from an ideal public school in a lower income community; Broward County Public Schools, the 6th largest school district in the United States. We worked with the Chief Administration Officer and his team of pioneers (i.e., teachers, students, administrators) from the school district. In addition, we engaged award-winning national educators/teachers from an educational non-profit, the National Center for Families Learning (NCFL). We secured funding for this initial project from Verizon corporation. Together, led by Exponential Destiny, the three of us worked on a 6-month engagement to define new educational pedagogies for “immersive and experiential learning” in VR. The proof-of-concept and pilot results were quite extraordinary. The entire recording of the end-of-project summit, in which the full approach and results are shared including the virtual reality Metaverse learning environments created by the students and teachers, can viewed in this recording here:

At Broward County school district, the two topics/subjects chosen by the teachers, students, and administrators to explore in creating educational assets in VR were “Healthy Living on a Budget” and “Financial Literacy – Household Monthly Budgeting and Planning”

From the success of this initial pilot with Broward County Public Schools we learned a lot, not just about deploying and utilizing the VR capabilities and technology, but as importantly we learned about the change management and behavioral aspects of introducing innovation into a traditional school model and environment. For example, we learned how best to engage students and teachers into this process of adopting and using VR to improve their educational capabilities, while also becoming self-sufficient as a school system to institutionalize this innovation into the broader school “DNA”.

At Exponential Destiny, we took the key learnings (successes and failures) from the initial proof-of-concept with Broward County, ameliorated our pilot methodology, and applied those refinements to additional pilots at a series of public high schools.

Honorable Mention: The full funding support and financial donation that made it possible for this entire project was provided through the generous contribution by Verizon corporation, as part of their innovative learning initiative.

2022 - Chicago, Illinois; Michele Clark Academic Prep Magnet High School

 

At Michele Clark High School, the topics/subjects chosen by the teachers, students, and administrators to explore in creating educational assets in VR were: 

  • “Social and Emotional Learning Dealing with Urban Trauma” – This topic area was chosen as a result of the school dealing with two recent student deaths resulting from gun violence, and the school community’s desire to experiment with new methods for dealing with the affects of the resulting urban trauma.
  • “Learn What it Takes to Pursue a Career Path as a Professional Game Designer” – This topic was chosen by the students, as the had the desire to experiment with building stories in virtual reality that simulated a “day in the life” experience of being a professional in this tech field.

Honorable Mention: The full funding support and financial donation that made it possible for this entire project was provided through the generous contribution by Mesmerise, a leading organization thatproduces the Gatherings metaverse platform.

2022 – South-central Los Angeles; Nava College Preparatory and Ortho Los Angeles High Schools

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Honorable Mention: The full funding support and financial donation that made it possible for this entire project was provided through the generous contribution by Mesmerise, a leading organization that produces the Gatherings metaverse platform.

2022 – South-central Los Angeles: A summer STEM educational camp for middle-school students

In 2022 we conducted a 3-week training and educational workshop with a summer STEM camp for middle-school students in the south-central Los Angeles community. As part of this training, the Exponential Destiny team exposed the middle school students to the 17 sustainable development goals (SDGs) of the United Nations, which were the basis for the experiences the students created in VR.

In the two short videos (below), Cathy Mitchell, the STEM Innovation Director of the “SNAC” program, shares her experience working with Exponential Destiny to incorporate VR and Metaverse education and training into the summer camp STEM program she manages in conjunction with UCLA (University of California, Los Angeles) in the south-central Los Angeles community:

 

Honorable Mention: The full funding support and financial donation that made it possible for this entire project was provided through the generous contribution by Mesmerise, a leading organization that produces the Gatherings metaverse platform.

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Building Awareness Around Art & Culture

We at have partnered with the Getty Museum’s Getty Conservation Institute [website] in Los Angeles to translate their incredible Human Atlas project [website] into an immersive & experiential learning environment in Virtual Reality. Together we performed a comprehensive outreach program throughout the LA community, partnering with teachers and school administrators to bring into the classrooms of public schools an educational full day workshop in which we put over 100 students (per school) in VR headsets to experience the personal stories shared first-hand by these amazing role models and change makers in their community.

In November we completed our first workshop at the historic Thomas Jefferson High School (link) in south-central LA. The students were highly engaged and inspired! In preparation for the workshop, and as a selection criteria for participating, each student completed a paper where they described a role model in their own lives, which was shared and discussed before immersing into the Human Atlas VR experiences. Our objective was also to introduce students to VR/Metaverse design and development, and how this emerging technology may be used in various industries and careers.

To conclude, students completed a survey about the workshop to assist us with our research to understand how to optimize immersive and experiential methods of learning using VR, and furthermore, how it may be applied as an educational tool for teachers and students, particularly in underserved/under-resourced schools. We donate to each school enough new VR headsets so that the students can start a “VR Learning Lab” or club to help teachers explore how to incorporate this new tool into their course curriculum.

From November 2023 to January 2024 we did similar workshops at many schools throughout Los Angeles, reaching over 1,000 students in total.

Working with museums and other cultural institutions to do educational community outreach

2023 - Getty Conservation Institute
OUR APPROACH

OUR MUSEUM PROJECTS AND CASE STUDIES

                             

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Building Awareness & Empathy for Social Causes

Recent independent efficacy studies show that individual learners who experience content in virtual reality are “3.75 times more emotionally connected to content than classroom leaners”, and have a “275% improved confidence level to act on issues” (see full report).  Therefore, we feel there is a real opportunity to assist organizations to draw awareness, empathy, and education to their mission and causes in a fun and engaging way using VR incorporated with the art of story-telling and gamification.

For example, we are working with one of the leading agencies of the United Nations to engage their stakeholder community around their “UN Goals”, or the 17 SDGs of the United Nations.

Our Approach

If you are an organization with a societal impact mission that you would like to “bring it to life” in a customized immersive experience in virtual reality, we would like to partner with you to tell your story. Your own customized Metaverse!

Working in VR we have an abundance of “super-powers” that we may leverage to take your target audience and key stakeholders through an edu-tainment based experience, that helps them connect emotionally to your mission and cause, while illustrating the work and impact your organization is making.

We realize that budgets are tight in most social cause-based NGOs and non-profit organizations that we partner with, and thus we work with you to create these VR experiences using high quality/low cost digital assets (i.e., software, hardware, platforms, 3d images, etc.)

Learn more about our approach….

For these types of projects we are typically collaborating with an organization that has a social-impact mission, and they are looking for new methods of communication and engagement for their community that Is fun and interesting, ultimately assisting them in “magical” ways to tell their story and motivate their stakeholders (i.e., the public, employees, donors, members, investors, etc.) to get more involved and take action.

Examples of organizations may include an NGO focused on building awareness around domestic abuse, mental health issues, or sustainability. Or a government agency responsible for promoting the importance of managing climate change, voting rights, or how to apply for grants. We also work with museums and cultural preservation institutions to identify new means of outreach using virtual reality.

Whatever the organization and social-cause, we at Exponential Destiny initially focus on answering the following three questions with you:

  • What is the ultimate goal and desired outcome for the targeted stakeholder community?
  • What approach and use-case is best to reach that goal leveraging the immersive and experiential capabilities of VR?
  • How do we get it to scale (cost effectively) to reach the maximum number of stakeholders?

United Nations ITU press article for the launch of the “Metaverse for SDGs” Global Prize & VR Competition

 

For these types of projects we are typically collaborating with an organization that has a social-impact mission, and they are looking for new methods of communication and engagement for their community that Is fun and interesting, ultimately assisting them in “magical” ways to tell their story and motivate their stakeholders (i.e., the public, employees, donors, members, investors, etc.) to get more involved and take action.

Examples of organizations may include an NGO focused on building awareness around domestic abuse, mental health issues, or sustainability. Or a government agency responsible for promoting the importance of managing climate change, voting rights, or how to apply for grants. We also work with museums and cultural preservation institutions to identify new means of outreach using virtual reality.

Whatever the organization and social-cause, we at Exponential Destiny initially focus on answering the following three questions with you:

  • What is the ultimate goal and desired outcome for the targeted stakeholder community?
  • What approach and use-case is best to reach that goal leveraging the immersive and experiential capabilities of VR?
  • How do we get it to scale (cost effectively) to reach the maximum number of stakeholders?

Metaverse SDGs VR Competion

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OUR RESEARCH PROJECTS & CASE-STUDIES

Organizations We Have Worked With to Build Empathy, Awareness & Education to Their Causes:

2022 – United Nations ITU Agency: “Metaverse for SDGs Global Prize & VR Competition”

In March of 2022 in Geneva, Switzerland on the United Nations HQ campus, the Exponential Destiny leadership team delivered an opening keynote on the “Metaverse for Good”, kicking off the ITU’s “Digital Transformation” summit. The ITU is the specialized agency of the United Nations formed to deliver on the promise of the digital economy, with the goal of equitable scalability of digital communication technologies such as the internet, artificial intelligence, and the Metaverse.

During this opening keynote, Exponential Destiny, with the support of the ITU, announced a global prize competition meant to introduce “metaverse” skills and training to learners around the world, while supporting teams to form and create immersive experiences in VR that build empathy, awareness, and education to the 17 Sustainable Development Goals of the United Nations.

March 2022 Opening Keynote video by the Exponential Destiny team on the “Metaverse for Good” in Geneva, Switzerland on the United Nations HQ campus

In March of 2022 in Geneva, Switzerland on the United Nations HQ campus, the Exponential Destiny leadership team delivered an opening keynote on the “Metaverse for Good”, kicking off the ITU’s “Digital Transformation” summit. The ITU is the specialized agency of the United Nations formed to deliver on the promise of the digital economy, with the goal of equitable scalability of digital communication technologies such as the internet, artificial intelligence, and the Metaverse.

During this opening keynote, Exponential Destiny, with the support of the ITU, announced a global prize competition meant to introduce “metaverse” skills and training to learners around the world, while supporting teams to form and create immersive experiences in VR that build empathy, awareness, and education to the 17 Sustainable Development Goals of the United Nations.

March 2022 Opening Keynote video by the Exponential Destiny team on the “Metaverse for Good” in Geneva, Switzerland on the United Nations HQ campus



Later that summer, in June, Exponential Destiny officially launched the “Metaverse for SDGs Global Prize & VR Competition” at the ITU’s “Generation Connect” summit in Kigali, Rwanda, attended by over 5,000 youth leaders. In the months that followed, individuals from over 65 countries registered for the competition ranging in ages from 14 to 50. Over the following 8 months, this community was then engaged in bi-weekly VR training programs organized by Exponential Destiny. These “Information Sessions” were ultimately posted on a public YouTube channel as a resource for assisting non-experienced/non-technical participants to learn basic VR design and development skills so they could be creators and storytellers in VR. With this knowledge, participants formed teams of 2-6 people, and then applied what they learned by working as a team to create an immersive experience in VR that helped to build awareness, empathy, and education to the one UN goal – of the 17 SDGs – that their team was passionate about.

Later that summer, in June, Exponential Destiny officially launched the “Metaverse for SDGs Global Prize & VR Competition” at the ITU’s “Generation Connect” summit in Kigali, Rwanda, attended by over 5,000 youth leaders. In the months that followed, individuals from over 65 countries registered for the competition ranging in ages from 14 to 50. Over the following 8 months, this community was then engaged in bi-weekly VR training programs organized by Exponential Destiny. These “Information Sessions” were ultimately posted on a public YouTube channel as a resource for assisting non-experienced/non-technical participants to learn basic VR design and development skills so they could be creators and storytellers in VR. With this knowledge, participants formed teams of 2-6 people, and then applied what they learned by working as a team to create an immersive experience in VR that helped to build awareness, empathy, and education to the one UN goal – of the 17 SDGs – that their team was passionate about.

On March 31st 2023, nearly a year after officially being announced in Geneva, the competition concluded, and 0ver 200 teams submitted their VR experiences to the judging and evaluation process.  By Q3 of 2023 the 17 finalist representing the top team per SDG will be announced for two competing age categories (14-18 year-old and a 19+).  The winners will be announced and awarded an allocation of a total prize purse of up to $200,000 and their VR experiences for each of the 17 SDGs will be demonstrated at a United Nations related event.

This entire initiative is a a good example of not only how VR may be used to create immersive and engaging experiences that build awareness, empathy, and education for a social cause, it is also a good example of how Exponential Destiny leverages innovative techniques (e.g., prize-theory, gamification, and crowd-sourcing) to engage a stakeholder community into the creation process through fun competition.

 

Related Resources and Links:

  • https://youtu.be/enx4lAkB9GQ – March 2022 Opening Keynote video by the Exponential Destiny team on the “Metaverse for Good” in Geneva, Switzerland on the United Nations HQ campus
  • A February 2023 ITU podcast discussing the “Metaverse for SDGs” with a panel of experts/guests, including Exponential Destiny.

Related Resources and Links:

  • https://youtu.be/enx4lAkB9GQ – March 2022 Opening Keynote video by the Exponential Destiny team on the “Metaverse for Good” in Geneva, Switzerland on the United Nations HQ campus
  • A February 2023 ITU podcast discussing the “Metaverse for SDGs” with a panel of experts/guests, including Exponential Destiny.

A special thank you to our sponsors who have funded the prize purse and operations costs (+15% of purse) for the “Metaverse for SDGs Global Prize & VR Competition”

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Upskilling Youth In Low Income Communities

Meet Samantha, or ”Sam”. Sam is part of the core leadership team at Exponential Destiny. Like many of her colleagues, Sam grew up in a lower-income community in south-central Los Angeles. She recently graduated from College as an Art major. In her role at Exponential Destiny Sam mentors individuals, her peers, on how to become a “Metaverse” entrepreneur. She is a perfect mentor because she shares her own story about how she was upskilled to be a creative designer in VR, and how she is able to now make an income for herself with this new competency.

Our Approach

Since early 2019 we had identified that learning how to create virtual reality environments (i.e., essentially being an early adopter of the Metaverse which is being referred to as a key component of the “next generation of the internet”), was quickly emerging as a skillset and competency that could be used to upskill an individual into immediate relevancy and employment opportunities.

At Exponential Destiny many of our founding team members  and youth-leaders in our organization are graduates from low-income public schools and communities (e.g., south central Los Angeles).  We personally observed and experienced the new job market and economic opportunities that were emerging for those of us that were being trained and upskilled on how to be a designer and creator of VR experiences.  Almost immediately after our our training to obtain these new digital skills, we were getting placed into professionally paid projects to help organizations identify and develop use-cases for leveraging VR in their own organizations.

What made this even more promising is that even those of us who were non-technical (i.e., not interested in computer programming/coding) we were still confident and optimistic that we could also thrive in this emerging “Metaverse” economy. We quickly realized that in order to create a VR environment for a client/organization, it required more creative and even artistic skillsets versus deep technical know-how. This was in-part due to the fact that in VR you essentially use your virtual hands (and other super-powers) to make the environment. We refer to this as a “non-coding coding” skillset. You do not actually write programming code, but instead in VR you design a narrative or story, and then use the basic features of the VR software – not too dissimilar to power-point but in 3d – to bring in and place 3d objects, videos, sound, pictures, special affects, avatars, and more in order to bring that story or message to life. Here is a video that illustrates this point that was filmed in VR:

“Youth Designing in the Metaverse”

What made this even more promising is that even those of us who were non-technical (i.e., not interested in computer programming/coding) we were still confident and optimistic that we could also thrive in this emerging “Metaverse” economy. We quickly realized that in order to create a VR environment for a client/organization, it required more creative and even artistic skillsets versus deep technical know-how. This was in-part due to the fact that in VR you essentially use your virtual hands (and other super-powers) to make the environment. We refer to this as a “non-coding coding” skillset. You do not actually write programming code, but instead in VR you design a narrative or story, and then use the basic features of the VR software – not too dissimilar to power-point but in 3d – to bring in and place 3d objects, videos, sound, pictures, special affects, avatars, and more in order to bring that story or message to life. Here is a video that illustrates this point that was filmed in VR:

“Youth Designing in the Metaverse”

Once we personally realized this potential (i.e., for non-technical youth and adult learners to be upskilled into relevancy for this new emerging digital “Metaverse” economy, resulting in job and income opportunities) we made it part of our mission to act as mentors to help upskill our peers who also are from lower-income communities, so they could be relevant and potentially find similar opportunities.

We implement our youth and adult-learner mentorship model as part of every project we do. For example, when we engage with a school to help them reimagine education (learn more), or work with a social-impact organization to develop their personalized metaverse to build empathy, education, and awareness to their cause (learn more), we integrate into those deliverables our upskilling and mentorship objective. Ultimately our goal is to even find income-making opportunities for the youth we mentor by placing them onto our own projects once their skill have been fully developed through our mentorship and training programs.

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Research Results

Click here to see what we’ve learned from these projects and what our research shows today.