STEM Resources
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$9.99

$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.

Instant STEM Activities, Grade 5
$15.99

Smartivity Fantastic Optics Kaleidoscope
$24.88
Relive the spectacle of your childhood with Smartivity Fantastic Optics Kaleidoscope S.T.E.M. Education D.I.Y. Toy making kit. Introduce your child to an infinite sequence of patterns, a dazzling world of colours.
First designed by Scotsman Dr. David Brewster in 1816, a kaleidoscope is not just another toy. It is a portal into the fascinating world of patterns and colours. Used as a source of inspiration by designers and artists, kaleidoscope inspires creativity and introduces your child to the wonders of light, colours and reflection.
Give your child a peek into the magical new dimension where colours dance and wonders abound. Vibrant and colourful, Smartivity Fantastic Optics Kaleidoscope S.T.E.M. Learning D.I.Y. kit opens up a world of patterns and designs for your child. It contains all the elements necessary to build this spectacular device. Just fill the kaleidoscope drum with colourful trinkets included in the kit, and watch your child explore the wonders of light and colours.

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.

STEM Trailblazer Bios: Google Glass and Robotics Innovator Sebastian Thrun
$8.99

STEAM Design Challenges, Grade K
$19.99
Science, technology, engineering, art, and math work together to make learning fun in these STEAM lessons!
Perfect for Makerspace!
This kindergarten 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 kindergarten 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.

$59.99

$29.99

STEAM Design Challenges, Grade 5
$19.99
Science, technology, engineering, art, and math work together to make learning fun in these STEAM lessons!
Perfect for Makerspace!
This fifth 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 5 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.

$15.99