STEAM Curriculum

  • Science

    By definition, science refers to knowledge that is gained systematically through observation, study and experimentation. When applied to the natural world, it includes physics, chemistry and biology as well as their derivatives and branches such as astronomy, geology, oceanography, ecology, botany and zoology. Because the content of these sciences is physical, approachable and interwoven with young children’s lives, science is not only fascinating to them but an appropriate part of their curriculum.

    STEM School Finland’s science curriculum and lesson plans have a strong learner-centered focus. Each theme and lesson includes concrete approachable topics which can be experimented in a regular classroom.

  • Technology

    STEM School Finland’s technology curriculum empowers students to solve real-world problems with computer science. Younger children enjoy programming games, simple devices and make animations. From there they progress to build more complex program structures, websites, design their own games and build IoT systems.

    In our curriculum students can choose after 3rd year that will they focus more on embedded systems or game programming and advance in those. This way students can move on to master the computer science areas they enjoy the most, reaching advanced topics as mastering Arduino, programming Unity or Python.

  • Engineering

    Engineering is the use of math and science to solve real-world problems. It’s the combination of math and science with creative problem-solving that make up the essence of engineering. It includes building structures, designing products and systems, improving machinery and much more. Engineering has a place in nearly every scientific field as the practical application that stems from the information and laws that science and mathematics provide.

    Our curriculum is based on the understanding of mechanics and learning how to apply those structures in real applications. When students learn the most fundamental structures, they are able to combine these into larger and more complex systems.

Examples of STEAM Curriculum

  • Science 1: Lessons 1 to 15

    Surface tension

    State and properties of matter

    Substance density

    Density of liquid

    Gravity

    Centre of gravity

    Cardical directions

    Air and air current

    Colours of light

    Light propagation

    Light refraction and lenses

    Mixtures and solutions

    Separation of substances

    Chemical reactions 1

    Chemical reactions 2

  • Technology 2: Lessons 1-15

    Introduction to Python programming

    Loops

    Rock-scissors-paper-game

    Rock-scissors-paper-game

    Quiz game

    Guessing game

    Functions

    Arrow control

    Arrow control

    Functionw with parameters

    Drawing game

    Hanging-game

    Space Invaders

    Space Invaders

    Space Invaders

  • Engineering 3: Lessons 15-30

    Use of gear ratios

    Complex gear systems

    Bevel gear systems

    Worm gear combinations

    Pendulum applications

    Launching applications

    Complex cam structures

    Ratational structures

    Efficient trasfer of movement

    Crawlers

    Gear ratios and shifts

    Combining several structures

    Combining several structures

    Programmable robotics

Our integrative Makerspace, Animation, Unity and Arduino modules can be joined after finishing one main learning path (Sciece, Engineering or Technology)

Each module includes 30pcs of 1 hour lessons. For example Mini Science 1 includes 30 lessons and Mini Science 2 30 lessons - all together there are 240 science lesson plans in our curriculum.