STEM Resources
Featured Products

Force & Motion STEM Activity Set
$29.99
Includes
- 2 cars, 2 double-sided tracks, 4 weighted blocks, pendulum ball, ladder with 2 removable bars, and a comprehensive activity guide with reproducible materials.

Brackitz® Inventor 100-Piece Set
$59.99
Build Solo or Together!
Unique, connect-anywhere Brackitz attach to traditional planks at any angle, enabling builders of all ages to construct everything from small-scale builds to larger-than-life gravity-defying, 3-D structures - with their friends or alone - no limits. With plastic planks and rotating pieces, the Inventor 100 Piece Set is a great for larger builds and enables anyone to create builds with moving parts! Versatile, durable, and portable, award-winning Brackitz brings real-life art, math, science, architecture, and engineering principles into play.

$12.99
This STEM bulletin board set is a must-have for all 21st century classrooms. It is designed to help the STEM teacher give students the tools to develop creativity, problem-solving skills, collaboration skills, and leadership abilities. The high-tech yet whimsical art makes it an appealing set for all ages. It emphasizes the 4 C's of STEM and the Engineering Design Process, teaching students about the real world and how it works.
Carson-Dellosa curriculum bulletin boards are designed to support any classroom with hardworking curriculum-based displays.
Features:
- Resource Guide

Smartivity Mechanical Xylofun Music Machine
$39.99
Let's make music!
music to every ear... With this project, children can actually compose their own music tunes. The project includes all the elements required to build a musicmachine, including pegs for arranging and rearranging notes.
Once assembled, children learn about music notations and can compose their own tunes by placing the pegs in different slots. The box also contains instructions for composing two simple tunes and allows children to explore the magical, wonderful world ofmusic.

Instant STEM Activities, Grade 5
$15.99

STEAM Design Challenges, Grade 3
$19.99
Science, technology, engineering, art, and math work together to make learning fun in these STEAM lessons!
Perfect for Makerspace!
This third grade teacher resource book includes:
- A year's worth of teacher lesson plans
- STEAM design challenges that turn elementary students into inventors
- Easy-to-follow lesson format (with standards identified for each lesson)
- Classroom-tested lessons
The STEAM Design Challenges in this book follow engineering practices to teach students in Grade 3 to solve a problem by designing, creating, and justifying their designs. They also allow art to support and enhance the learning of science and math while the engineering process is followed.
These engaging STEAM lessons:
- Integrate the Next Generation Science Standards and national standards from other disciplines
- Enhance learning across various disciplines
- Facilitate students in collaborating to solve real-world scenarios
- Promote critical thinking, analytical thinking, and reflective thinking
- Incorporate the Five Es Instructional Model (engage, explore, explain, elaborate, evaluate)
- Are classroom tested
Engineering Design Process
The lessons in this book are intended to support the engineering design process in which teachers become a facilitator by encouraging and guiding students to work as a team to find a creative solution to a real-world problem without providing step-by-step instructions. Students are inspired to act as scientists and engineers through the use of sketches, diagrams, mathematical relationships, and literacy connections. By creating their very own models and products based on background information from their studies, students are immediately engaged through a meaningful, rewarding lesson.
More about the lessons
Each lesson begins by presenting students with a design challenge scenario in order to immediately excite students with a real-world situation that they are on a mission to solve. Students are then given a dilemma, mission, and blueprint design sheet and are asked to collaborate with team members to create several prototypes. Students present their prototypes to their teacher, construct their design, test their design, engage in a class discussion about their design, and then modify their design. Finally, teams create a justification piece in order to sell their new prototype (ex. persuasive letter, video, advertisement etc.).
About the Authors
The Steam Dreamers, a group of four classroom teachers, desired to create more interactive learning environments and science classrooms through student-centered problem-solving lessons. They created this collection of cross-curricular design challenge lessons to provide teachers and students with real-world scenarios that are driven by core learning standards and enriched through the inclusion of literacy and the arts.

$9.99
The Mark Twain Life Science book helps students develop communication skills for STEM success.
STEM Labs for Life Science by Mark Twain includes 26 fun, integrated labs that help students understand concepts such as:
- life
- human body systems
- ecosystems
This middle school life science book encourages students to collaborate and communicate to solve real-world problems.
The STEM Labs for Life Science book for sixth–eighth grades features introductory materials to explain STEM education concepts and provides materials for instruction and assessment. Correlated to meet current state standards, each lab combines the following essential STEM concepts:
- communication
- creativity
- teamwork
- critical thinking
The Mark Twain Publishing Company provides classroom decorations and supplemental books for middle-grade and upper-grade classrooms. These products are designed by leading educators and cover science, math, behavior management, history, government, language arts, fine arts, and social studies.

STEAM Design Challenges, Grade 2
$19.99
Science, technology, engineering, art, and math work together to make learning fun in these STEAM lessons!
Perfect for Makerspace!
This second grade teacher resource book includes:
- A year's worth of teacher lesson plans
- STEAM design challenges that turn elementary students into inventors
- Easy-to-follow lesson format (with standards identified for each lesson)
- Classroom-tested lessons
The STEAM Design Challenges in this book follow engineering practices to teach students in Grade 2 to solve a problem by designing, creating, and justifying their designs. They also allow art to support and enhance the learning of science and math while the engineering process is followed.
These engaging STEAM lessons:
- Integrate the Next Generation Science Standards and national standards from other disciplines
- Enhance learning across various disciplines
- Facilitate students in collaborating to solve real-world scenarios
- Promote critical thinking, analytical thinking, and reflective thinking
- Incorporate the Five Es Instructional Model (engage, explore, explain, elaborate, evaluate)
- Are classroom tested
Engineering Design Process
The lessons in this book are intended to support the engineering design process in which teachers become a facilitator by encouraging and guiding students to work as a team to find a creative solution to a real-world problem without providing step-by-step instructions. Students are inspired to act as scientists and engineers through the use of sketches, diagrams, mathematical relationships, and literacy connections. By creating their very own models and products based on background information from their studies, students are immediately engaged through a meaningful, rewarding lesson.
More about the lessons
Each lesson begins by presenting students with a design challenge scenario in order to immediately excite students with a real-world situation that they are on a mission to solve. Students are then given a dilemma, mission, and blueprint design sheet and are asked to collaborate with team members to create several prototypes. Students present their prototypes to their teacher, construct their design, test their design, engage in a class discussion about their design, and then modify their design. Finally, teams create a justification piece in order to sell their new prototype (ex. persuasive letter, video, advertisement etc.).
About the Authors
The Steam Dreamers, a group of four classroom teachers, desired to create more interactive learning environments and science classrooms through student-centered problem-solving lessons. They created this collection of cross-curricular design challenge lessons to provide teachers and students with real-world scenarios that are driven by core learning standards and enriched through the inclusion of literacy and the arts.

Simple STEAM: 50+ Science Technology Engineering Art Math Activities for ages 3 to 6
$24.95
Parents are eager to help their children learn, but teaching young children complicated scientific and mathematical concepts can be intimidating. Simple STEAM helps parents realize they don't need to be engineers or scientists to support STEAM learning.
- Help children explore STEAM concepts with fun and engaging activities
- Discover STEAM learning opportunities in everyday activities and experiences
- Prepare children for kindergarten
- Build crucial 21st century learning skills, including collaboration, communication, creativity and problem solving, curiosity, and critical thinking

$19.99
- STEM-focused activity set challenges kids to build, test, and tweak their approaches to solving physics-based challenges
- Learn concepts of speed, angles, and distance during hands-on attempts at mastering included challenges
- Included activity booklet features challenges that scale and grow with your kids' own growing skill set
- Send balls flying through hoops and toward targets with kid-powered paddlewheel—no batteries, springs or rubber bands required

STEAM Design Challenges, Grades 6-8
$19.99
Perfect for Makerspace and STEM programs!
This teacher resource book for 6th, 7th, and 8th grades includes:
- A year's worth of teacher lesson plans
- STEAM design challenges that turn middle school students into inventors
- Easy-to-follow lesson format (with standards identified for each lesson)
- Classroom-tested lessons
The STEAM Design Challenges in this 152-page book follow engineering practices to teach students in Grades 6-8 to solve a problem by designing, creating, and justifying their designs. They also allow art to support and enhance the learning of science and math while the engineering process is followed.
These engaging STEAM lessons:
- Integrate the Next Generation Science Standards and national standards from other disciplines
- Enhance learning across various disciplines
- Facilitate students in collaborating to solve real-world scenarios
- Promote critical thinking, analytical thinking, and reflective thinking
- Incorporate the Five Es Instructional Model (engage, explore, explain, elaborate, evaluate)
- Are classroom tested
Engineering Design Process
The lessons in this book are intended to support the engineering design process in which teachers become a facilitator by encouraging and guiding students to work as a team to find a creative solution to a real-world problem without providing step-by-step instructions. Students are inspired to act as scientists and engineers through the use of sketches, diagrams, mathematical relationships, and literacy connections. By creating their very own models and products based on background information from their studies, students are immediately engaged through a meaningful, rewarding lesson.
More about the lessons
Each lesson begins by presenting students with a design challenge scenario in order to immediately exite students with a real-world situation that they are on a mission to solve. Students are then given a dilemma, mission, and blueprint design sheet and are asked to collaborate with team members to create several prototypes. Students present their prototypes to their teacher, construct their design, test their design, engage in a class discussion about their design, and then modify their design. Finally, teams create a justification piece in order to sell their new prototype (ex. persuasive letter, video, advertisement etc.).
About the Authors
The Steam Dreamers, a group of four classroom teachers, desired to create more interactive learning environments and science classrooms through student-centered problem-solving lessons. They created this collection of cross-curricular design challenge lessons to provide teachers and students with real-world scenarios that are driven by core learning standards and enriched through the inclusion of literacy and the arts.

STEAM Design Challenges, Grade 1
$19.99
Science, technology, engineering, art, and math work together to make learning fun in these STEAM lessons!
Perfect for Makerspace!
This first grade teacher resource book includes:
- A year's worth of teacher lesson plans
- STEAM design challenges that turn elementary students into inventors
- Easy-to-follow lesson format (with standards identified for each lesson)
- Classroom-tested lessons
The STEAM Design Challenges in this book follow engineering practices to teach students in Grade 1 to solve a problem by designing, creating, and justifying their designs. They also allow art to support and enhance the learning of science and math while the engineering process is followed.
These engaging STEAM lessons:
- Integrate the Next Generation Science Standards and national standards from other disciplines
- Enhance learning across various disciplines
- Facilitate students in collaborating to solve real-world scenarios
- Promote critical thinking, analytical thinking, and reflective thinking
- Incorporate the Five Es Instructional Model (engage, explore, explain, elaborate, evaluate)
- Are classroom tested
Engineering Design Process
The lessons in this book are intended to support the engineering design process in which teachers become a facilitator by encouraging and guiding students to work as a team to find a creative solution to a real-world problem without providing step-by-step instructions. Students are inspired to act as scientists and engineers through the use of sketches, diagrams, mathematical relationships, and literacy connections. By creating their very own models and products based on background information from their studies, students are immediately engaged through a meaningful, rewarding lesson.
More about the lessons
Each lesson begins by presenting students with a design challenge scenario in order to immediately excite students with a real-world situation that they are on a mission to solve. Students are then given a dilemma, mission, and blueprint design sheet and are asked to collaborate with team members to create several prototypes. Students present their prototypes to their teacher, construct their design, test their design, engage in a class discussion about their design, and then modify their design. Finally, teams create a justification piece in order to sell their new prototype (ex. persuasive letter, video, advertisement etc.).
About the Authors
The Steam Dreamers, a group of four classroom teachers, desired to create more interactive learning environments and science classrooms through student-centered problem-solving lessons. They created this collection of cross-curricular design challenge lessons to provide teachers and students with real-world scenarios that are driven by core learning standards and enriched through the inclusion of literacy and the arts.