Aristo STEM Connection

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Aristo STEM Connection

Aristo STEM Connection

Aristo Educational Press Ltd
Aristo STEM provides STEM related project material for teachers and students

Aristo STEM Connection provides a series of STEM projects that are designed in a 5-C framework: Connected learning, Creativity, Collaboration, Coding and Competence in technology. The project plans also include the required 3D models or programming code. The projects span from one lesson to longer and ambitious projects taking a couple of weeks to execute. They have suggested solutions and materials listed, but they can be also adapted to the needs and resources of the school.

Age groups 
Middle school
Offline play 
Internet required
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Aristo STEM offers plenty of projects, which allow several ways to learn some key skills related to STEM education. The pre-curated material gives a framework for teaching and also provides instructions directly for the learners for executing the projects. On each project, the learners are required to search, acquire and use new information, which makes learning very active. Projects are fresh and innovative and grounded in real-world examples.
Aristo STEM supports learning new things through creative and interesting tasks. As many of the projects require the learner to look for instructions and information on the web, it makes the learning process very open-ended and focused on problem-solving. This also allows the learner to choose the learning tools or methods based on their own interests and skills. Progress is based on utilizing individual tactics to solve challenges.
There's plenty of projects to choose from, so the teacher can select the ones most suitable for their students. Each project has a clear goal and steps described, which makes them quite linear. However, there's a great deal of variation within the projects, since on many of them the students will define themselves, how to build the required solution. The learning goals are visible well.
Many of the projects are instructed to be done in small groups, which allows face-to-face interaction to be part of the learning experience, and individual progress is always tied to team or group progress, as the groups set common goals for learning.

The following are the high educational quality aspects in this product.

The product is a fresh approach to science education which promotes exploration of scientific concepts through creative collaborative exercises.
Building prototypes of real world technological devices using simple materials and tools promotes the feeling that everybody can be an innovator.
The product utilizes different kinds of resources and widely used devices and combines them to excellent learning projects.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Observing closely, using simple equipment.
Performing simple tests.
Create and debug simple programs.
Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Develop scientific knowledge and conceptual understanding through the specific disciplines of biology, chemistry and physics
Critique, evaluate and test their ideas and products and the work of others.
Build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users.
Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
Asking relevant questions and using different types of scientific enquiries to answer them.
Setting up simple practical enquiries, comparative and fair tests.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
To use a range of materials creatively to design and make products.
Produce creative work, exploring their ideas and recording their experiences.
Present observations and data using appropriate methods, including tables and graphs.
Recognise common uses of information technology beyond school.
Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
Investigate and analyse a range of existing products.
Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design.
Develop and communicate design ideas using annotated sketches, detailed plans, 3-D and mathematical modelling, oral and digital presentations and computer-based tools.
Build structures, exploring how they can be made stronger, stiffer and more stable.
Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
Using their observations and ideas to suggest answers to questions.
Gathering and recording data to help in answering questions.
Taking measurements, using a range of scientific equipment, with increasing accuracy and precision, taking repeat readings when appropriate.
Simple techniques for separating mixtures: filtration, evaporation, distillation and chromatography.
Earth as a source of limited resources and the efficacy of recycling.
Comparing energy values of different foods (from labels) (kJ)
Speed and the quantitative relationship between average speed, distance and time (speed = distance ÷ time).
Ask questions and develop a line of enquiry based on observations of the real world, alongside prior knowledge and experience.
Make and record observations and measurements using a range of methods for different investigations; and evaluate the reliability of methods and suggest possible improvements.
Understand that a multiplicative relationship between two quantities can be expressed as a ratio or a fraction.
Measure and begin to record capacity and volume.
Measure and begin to record time (hours, minutes, seconds).
Measure and begin to record the lengths.
Collect, analyse and communicate with a range of data gathered through experiences of fieldwork that deepen their understanding of geographical processes.

Soft skills learning goals

Building common knowledge of technological solutions and their meaning in everyday life
Understanding technological system operations through making
Using technology as a part of explorative and creative process
Using technology as a part of explorative process
Learning to find the joy of learning and new challenges
Practicing creative thinking
Practicing to use imagination and to be innovative
Learning to understand people, surroundings and phenomenons around us
Encouraging to build new information and visions
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Practicing to work with others
Practicing decision making
Practicing to take responsibility of one's own learning
Developing problem solving skills
Creating requirements for creative thinking
Encouraging students to be innovative and express new ideas
Practicing to use imagination and to be innovative
Practicing fine motor skills
Practicing to argument clearly own opinions and reasonings
Practicing versatile ways of working
Supporting the growth of environmental awareness
Practicing to plan and execute studies, make observations and measurements
Practicing time management
Learning to plan and organize work processes
Using technological resources for finding and applying information
Practicing to evaluate one's own learning

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation