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CertifiedEducation quality


Robotics, design and programming
SkriLab is a learning ecosystem for learning about engineering, design, programming and science.

SkriLab is a hybrid K12 education system, supporting teachers both in curriculum delivery and classroom engagement. SkriLab provides a 21st century play & learn experience using hands-on projects powered by design, robotics and 3D printing. With SkriKit and SkriBot the class can be engaged in building projects, in 3D Playground and Creator the students can design their own 3D projects, which can be printed. All projects and the teacher onboarding material are found in the Skriware Academy.

Age groups 
Middle school
High School
Mobile Android
Mobile iOS
Not required
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.

SkriLab offers an ecosystem with plenty of material for different topics; programming, engineering, design, and science for various age groups. There is a lot of material for the teachers to start using the product. The projects require building and learning by doing, which makes them active, and it is easy to select a project that might complement your regular science teaching. The Lesson plans are easy to follow and printouts and other material are very clear and suitable for teaching.
In the Academy, there is plenty of content to choose from and all of the activities are "hands-on". The projects help to learn new concepts through experimenting, and the activities are relevant for learning. The lessons assume learning to happen through setting up an experiment and observing the results. Prior skills or knowledge need to be used in conjunction with new.
The product itself offers an infinite number of possibilities - you can do all sorts of project with it. The main strength of the product is how it combines 3D printing, robotics, and design process altogether. Especially the 3D modeling, printing, and connecting it to Skribot offer plenty of opportunities for teaching. There are some great and clever details that support independent experimentation and free learning, such as the Engineering cards with a QR-code to a video with more information.
The solution allows face-to-face interaction to be part of the learning experience. Many of the lesson plans suggest doing the projects in pairs or small groups. The material encourages the user to act openly and show their own activity. The product is great for collaboration and the lesson plans offer a range of discussion questions for group work. At the same time, building and programming support also very individual learning where you need to complete things yourself.

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

In Skriware platform you can find materials to 3D-model, 3D-print, practice engineering, practice electronics, practice programming and also learn about new science topics.
The lessons utilize modern ways of working through experimentation and engineering, and are a great way to enrich science teaching.
A motivated teacher can find a good amount of material to learn the use and select the lesson material for their needs.

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

Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems.
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
Generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, information and communication technology.
Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing].
Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.
Develop and communicate design ideas using annotated sketches, detailed plans, 3-D and mathematical modelling, oral and digital presentations and computer-based tools.
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
Understand computer networks including the internet; how they can provide multiple services, such as the world wide web; and the opportunities they offer for communication and collaboration.
Be responsible, competent, confident and creative users of information and communication technology.
Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Understand simple Boolean logic and some of its uses in circuits and programming.
Understand the hardware and software components that make up computer systems.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design.
Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
Understand how key events and individuals in design and technology have helped shape the world.
Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages].
Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors].
Identify and solve their own design problems and understand how to reformulate problems given to them.
Select from and use specialist tools, techniques, processes, equipment and machinery precisely, including computer-aided manufacture.
Investigate new and emerging technologies.
Test, evaluate and refine their ideas and products against a specification, taking into account the views of intended users and other interested groups.
Understand how more advanced mechanical systems used in their products enable changes in movement and force.
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.
Use logical reasoning to predict the behaviour of simple programs.
Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
Recognise common uses of information technology beyond school.
Build structures, exploring how they can be made stronger, stiffer and more stable.
Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Are responsible, competent, confident and creative users of information and communication technology.
Design and develop modular programs that use procedures or functions.
Apply their understanding of computing to program, monitor and control their products.
Learn to evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Understand several key algorithms that reflect computational thinking.
Apply computing and use electronics to embed intelligence in products that respond to inputs [for example, sensors], and control outputs [for example, actuators], using programmable components [for example, microcontrollers].
Develop their capability, creativity and knowledge in computer science, digital media and information technology.
Create and debug simple programs.
Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.

Soft skills learning goals

Using technology as a part of explorative process
Learning to build information on top of previously learned
Encouraging to build new information and visions
Learning to combine information to find new innovations
Practicing to notice links between subjects learned
Practicing to work with others
Learning to plan and organize work processes
Connecting subjects learned at school to skills needed at working life
Realizing the connection between subjects learned in free time and their impact to skills needed at worklife
Using technology as a part of explorative and creative process
Learning to acquire, modify and produce information in different forms
Using technology resources for problem solving
Using technology for interaction and collaboration
Practicing fine motor skills
Practicing categorization and classification
Developing problem solving skills
Practicing to plan and execute studies, make observations and measurements
Learning to face failures and disappointments
Practicing to notice causal connections
Learning to listen other people’s opinions
Practicing to give, get and reflect feedback
Enabling the growth of positive self-image
Encouraging positive attitude towards working life
Practicing time management
Practicing decision making
Practicing versatile ways of working
Practicing logical reasoning, algorithms and programming through making
Understanding technological system operations through making
Practicing logical reasoning to understand and interpret information in different forms
Practising visual recognition
Creating requirements for creative thinking
Practicing creative thinking
Practicing to improvise
Practicing to use imagination and to be innovative
Building common knowledge of technological solutions and their meaning in everyday life
Learning to notice causal connections
Practicing persistent working
Learning to find the joy of learning and new challenges
Practicing to use imagination and to be innovative

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