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Steam School Virtual Club

Steam School is a virtual club for future inventors and tech entrepreneurs aged 9 to 14 years old. 

Steam School Virtual Club

Steam School is a virtual academy for future inventors and tech entrepreneurs aged 9 to 14 years old. We host 6 missions every year exploring real-world science and futuristic technology. Learners can journey through each mission by participating in weekly broadcasts with STEAM experts and choose from 18 different challenges to complete as scientists, engineers, artists, digital makers and entrepreneurs.

Steam School is used in careers programmes to widen aspirations and help Careers Leaders to meet Gatsby benchmark 5. PHSE leaders also make use of our 15 minute edited broadcasts in form time slots.

Steam School is increasingly used in science and technology lessons due to the current restrictions in delivering practical lessons.

Start your own Steam School club with a targeted group of students. Get stuck into our STEAM powered challenges and help them to build a portfolio of #futureready skills, projects and experiences. As our resources are available on-demand you can host club at any time of the day or even virtually.

Cost

Steam School saves teachers tonnes of time by providing a creative virtual curriculum for future inventors & digital entrepreneurs. Packages are available for primary and secondary schools ranging from a 100 to 1000 student licenses for a 12-month programme.

Duration

We host 6 missions every academic year exploring real-world science and futuristic technology. Learners can journey through each mission by participating in weekly broadcasts with STEAM experts and choose from 18 different challenges to complete as scientists, engineers, artists, digital makers and entrepreneurs. Licenses are provided for 12 months and can be started at any point in the year. Previous missions and broadcasts are available on the platform and can be utilised as well as current and upcoming missions.

Learning outcomes

  • Improve engagement, interest or enjoyment in STEM subjects

  • Learning what the engineering workplace is like

  • Develop engineering employability skills

  • Improve awareness and aspirations for STEM-related study and careers

  • Challenge stereotypes by showing the diversity of disciplines, people and skills involved in engineering

Subjects and topics

    • Art and Design
    • Biology
    • Chemistry
    • Computing
    • Design and Technology
    • Engineering
    • Maths
    • Physics
    • Design/Art/Fashion
    • Electronics/Robotics/Programming
    • Energy/Environment
    • Entertainment
    • General Engineering
    • Space/Aerospace Engineering

Gatsby benchmarks

The Gatsby benchmarks are a framework for good careers guidance for schools across all of England and in some areas across the rest of the UK. This experience helps your school to reach the following benchmarks:

  • Linking curriculum learning to careers
  • Encounters with employers and employees

Essential skills

The essential skills every young person needs to succeed in education and their future career. Find out more at the Skills Builder Partnership. This experience builds the following skills:

  • Aiming High - the ability to set clear, tangible goals and devise a robust route to achieving them.

  • Creativity - the use of imagination and the generation of new ideas.

  • Problem Solving - the ability to find a solution to a complex situation or challenge.

What the teachers say

We would love to read all about your time with this experience!

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