Inventors solve problems with particular constraints in creative ways to help others. By positioning youth as inventors, invention educators can engage learners in the dynamic process of innovation, surrounding and anchoring them in an authentic user-centered experience that focuses on empathy building. In invention-based programs, youth learners create products applying STEM knowledge and skills to enhance conditions and/or the quality of life of a particular user. What educators teach and expect youth to do as inventors is different at every grade level (elementary, middle, and high school). Nonetheless, when educators position youth to invent, they co-create a hybrid space that favors youth to become agents of change. In these learning spaces, youth enact their agency by identifying a problem, researching the problem from many points of view, and identifying novel and unique ways to solve the problem. The resulting invention is designed for a particular user but is also pertinent to a particular community and multiple users within the community. Reciprocally, the inventor gains practical knowledge and social skills within the opportunity to invent. We argue that Invention Education promotes responsive and transformative learning by positioning youth as agents of change. This paper aims to identify and define elements of Invention Education that strongly resonate with the Next Generation Science Standards and STEM education policy, culturally responsive teaching practices, and community-based partnerships. This paper provides detailed examples of invention education programs to address systemic STEM education needs, such as access to high-quality, open-ended STEM education opportunities with skilled mentors. By leveraging synergies between invention education, community-engaged practices, and culturally responsive INVENTION EDUCATION: POSITIONING YOUTH AS AGENTS OF CHANGE 2 STEM teaching and learning, invention educators can readily enact pedagogical strategies that benefit all youth learners.