The project was designed to empower youth workers with the skills and knowledge necessary to engage young people effectively in the areas of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education and Sustainable Development Goals (SDGs). Recognising the importance of equipping the next generation with both the technical skills and global awareness needed to address contemporary challenges, the project focused on these two critical areas. As the primary tools for achieving these goals, we employed design thinking and challenge-based learning methodologies. Design thinking provided a structured yet flexible approach for youth workers to guide young people through the process of identifying problems, brainstorming creative solutions, and prototyping actionable plans. This human-centered approach encouraged empathy, collaboration, and iterative learning, making it particularly effective for engaging young people in complex topics like STEAM and the SDGs The objectives of the project were to explore how Design Thinking/Sprint and CBL methodologies can be applied in non-formal STEAM education for youth, develop a comprehensive training program for youth workers on non-formal STEAM education using Design thinking/sprint and CBL methodologies, and carry out a training course based on the created program towards Sustainable development goals. The project also aimed to implement dissemination activities and promote innovative teaching methodologies in STEAM education.