Sumo Edu

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Sumo Edu

Sumo Edu

Sumo Apps
Multiple subject areas
Sumo Edu is a platform with tools for creative production.

Sumo Edu is a creative platform that comes with an extensive toolkit of 8 easy-to-use creative applications for students, along with a guidebook, suggested lesson plans and other support materials for teachers.

Sumo creative tools help students to discover and unleash their unique creative capabilities in a fun, exciting and engaging way! The platform also teaches important life and academic skills, and such future competencies as 3D modeling and coding.

Sumo Apps is used 100% online in the web browser, so there is no need to download anything. The creative suite includes tools for drawing and editing images, enhancing photos, creating music and videos, making pixel art and gifs, learning coding and building 3D models.

Age groups 
Middle school
High School
Tertiary Education
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.

The pre-curated lesson plans give a good starting point for the work. They give an idea of what can be done with Sumo apps, and the teacher guide compliments this well. The learners will start experimenting with programs and creating things themselves early on, and learn the required skills by doing. Each application of the solution provides resources and examples, videos, as well as demonstrations, and helpful documentation.
Sumo is a great tool for learning new things through creative tasks. The apps are easy to use, so it is a lot up to the learners to use them according to their interests and ambition. The provided lessons give enough freedom for execution, so it is possible to complete them fast or allow the learners to spend a lot of time on them. Self-assessment encourages reflection of learning. Sumo gives an easy way to execute open-ended projects facilitated by the teachers.
The provided lesson plans offer a good frame to get started and they are easy to use for the teacher. Big projects can be done inside the selection of Sumo apps, and therefore the solution provides potentially an unlimited learning process. With carefully designed projects, the goals in the curriculum can be reacher accurately - the provided lesson plans give a good example of this, including both specific goals related to arts and design, as well as broad-based competencies such as creativity.
Because Sumo is based on learning by doing and it works flexibly in a browser, it allows highly individual progress and lets the learners continue the use also at home. The lesson plans promote sharing of learning outcomes, and sharing is a clear part of the Sumo product philosophy. The Community features allow the user to act openly and show their own activity, and there are also contests to join. In Pro and Edu version, it is possible to share access to your work to other users.

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

Sumo is a great, versatile tool for education that can be applied to various subjects.
There is great support for by documentation, tutorial videos and demonstrations. That can help users gain basic knowledge to be master of using the solution later
The teacher guide and lesson plans give a starting point for the use at schools. They focus on creative process nicely.

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

Develop and communicate design ideas using annotated sketches, detailed plans, 3-D and mathematical modelling, oral and digital presentations and computer-based tools.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Ohjelmointia kokeillessaan oppilaat saavat kokemuksia siitä, miten teknologian toiminta riippuu ihmisen tekemistä ratkaisuista.
Ohjelmointia harjoitellaan osana eri oppiaineiden opintoja.
Oppilaat syventävät taitojaan ja hyödyntävät opiskelussaan koulun ulkopuolella opittua. Heille muodostuu käsitys siitä, miten tieto- ja viestintäteknologiaa voi hyödyntää eri oppiaineiden opiskelussa, myöhemmissä opinnoissa ja työelämässä sekä yhteiskunnallisessa toiminnassa ja vaikuttamisessa.
Ohjata oppilasta kehittämään algoritmista ajatteluaan sekä taitojaan soveltaa matematiikkaa ja ohjelmointia ongelmien ratkaisemiseen.
Students learn to design work processes, set up hypotheses, experiment with alternatives, draw conclusions, and find new solutions as circumstances change.
Opastaa oppilasta käyttämään tieto– ja viestintäteknologiaa käsityön suunnittelussa, valmistamisessa ja käsityöprosessin dokumentoinnissa.
Students are guided to develop their image skills using a variety of image interpretation techniques and presentation techniques.
The skills of producing, interpreting and communicating knowledge are practiced in a variety of subject-specific ways and in a collaborative manner.
Students will be guided through the diverse acquisition and production of knowledge and the diverse use of information resources as a basis for exploratory and creative work.
Students deepen their skills and take advantage of what they have learned outside of school. They will gain an understanding of how ICT can be used in the study of different subjects, in further studies and working life, and in social activities and influence.
Develop specifications to inform the design of innovative, functional, appealing products that respond to needs in a variety of situations.
Understand several key algorithms that reflect computational thinking.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Understand simple Boolean logic and some of its uses in circuits and programming.
To create sketch books to record their observations and use them to review and revisit ideas.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
Learn to analyse problems in computational terms
to use a range of techniques to record their observations in sketchbooks, journals and other media as a basis for exploring their ideas.
to use a range of techniques and media, including painting.
to analyse and evaluate their own work, and that of others, in order to strengthen the visual impact or applications of their work.
Use logical reasoning to compare the utility of alternative algorithms for the same problem.
About great artists, architects and designers in history.
about the history of art, craft, design and architecture, including periods, styles and major movements from ancient times up to the present day.
To improve their mastery of art and design techniques, including drawing, painting and sculpture with a range of materials [for example, pencil, charcoal, paint, clay].
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.
Design purposeful, functional, appealing products for themselves and other users based on design criteria.
Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing].
Investigate new and emerging technologies.
Understand developments in design and technology, its impact on individuals, society and the environment, and the responsibilities of designers, engineers and technologists.
Understand and use the properties of materials and the performance of structural elements to achieve functioning solutions.
Understand and explore how music is created, produced and communicated, including through the inter-related dimensions: pitch, duration, dynamics, tempo, timbre, texture, structure and appropriate musical notations.
Learn to sing and to use their voices, to create and compose music on their own and with others, have the opportunity to learn a musical instrument, use technology appropriately and have the opportunity to progress to the next level of musical excellence.
Experiment with, create, select and combine sounds using the inter-related dimensions of music.
Improvise and compose music for a range of purposes using the inter-related dimensions of music.
Improvise and compose; and extend and develop musical ideas by drawing on a range of musical structures, styles, genres and traditions

Soft skills learning goals

Encouraging to build new information and visions
Understanding technological system operations through making
Using technology as a part of explorative and creative process
Using technology as a part of explorative process
Practising visual recognition
Learning to find the joy of learning and new challenges
Creating requirements for creative thinking
Practicing creative thinking
Encouraging students to be innovative and express new ideas
Practicing to use imagination and to be innovative
Practicing to use imagination and to be innovative
Practicing logical reasoning, algorithms and programming through making
Practicing persistent working
Practicing to notice causal connections
Learning to combine information to find new innovations
Practising to understand visual concepts and shapes and observe their qualities
Practicing to use information independently and interactively
Practicing to find, evaluate and share information
Practicing to recognize and express feelings
Practicing strategic thinking
Building common knowledge of technological solutions and their meaning in everyday life
Using technology resources for problem solving
Practicing to plan and execute studies, make observations and measurements
Encouraging the growth of positive self-image
Learning to recognise and evaluate arguments and their reasonings
Learning to build information on top of previously learned
Learning to notice causal connections
Practicing to look things from different perspectives
Practicing to find ways of working that are best for oneself
Practicing to create questions and make justifiable arguments based on observations
Developing problem solving skills
Practicing to evaluate one's own learning
Practicing to improvise
Practicing to use arts as a way to express
Practicing to work with others
Practicing to argument clearly own opinions and reasonings
Learning decision-making, influencing and accountability
Practicing to express own thoughts and feelings
Practicing to give, get and reflect feedback
Enabling the growth of positive self-image
Practicing time management
Practicing decision making
Practicing logical reasoning to understand and interpret information in different forms
Using technology to express one’s emotions and experiences
Practicing communication through different channels
Learning to face failures and disappointments
Practicing to notice links between subjects learned
Learning to face respectfully people and follow the good manners
Learning to understand people, surroundings and phenomenons around us
Getting familiar with different cultures
Supporting student to build their own linguistic and cultural identity
Learning about cultural aspects and to respect different cultures
Learning to listen other people’s opinions
Learning to understand the meaning of rules, contracts and trust
Learning to plan and organize work processes
Practicing versatile ways of working
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
Experiencing and exploring sounds and music from different sources
Understanding concepts of music and familiarizing with different notations
Learning to acquire, modify and produce information in different forms
Familiarizing with the influences of media and understanding its affordances
Learning to plan and design own written content and textual representations
Using technological resources for finding and applying information
Learning to understand and interpret diverse types of texts
Practicing letters, alphabets and written language
Practicing memorizing skills
Practicing fine motor skills
Practicing categorization and classification
Practicing to take responsibility of one's own learning
Understanding and practicing safe and responsible uses of technology
Practicing to set one's own learning goals
Understanding and interpreting of matrices and diagrams

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