This page is designed to surface the STEM education resources you want, when you need them. They come recommended by teachers and have been used in classrooms across the UK.
To find the ideal resource for you, use our simple filter tool to surface those that match the age range, format, curriculum links and time you have available.
Alternatively, explore our regularly updated featured resources below.
BAFTA | BAFTA Young Game Designers is a year-round programme of activity that gives young people and educators unique insight and access into the games industry. It comprises an annual competition for 10-18 year-olds, online teaching resources and workshops around the UK
Future Morph | Suresh Chawla talks about designing, building and moving stage scenery, explains how working in the theatre challenges him to solve design problems and build useable solutions.
STEM Learning | Students must consider the challenges of designing and developing a new sports venue. The challenge has been divided into four: the site, the structure, the court and the environment.
Institute of Mechanical Engineers | See how sports engineers from Loughborough University are using analysis software to help swimmers perfect their style and form, helping them shave seconds off their time.
Centre of Science Education | The context for this set of activities is the design of head protection for snowboarders where the risk of injury is significant but personal image is also important.
STEMNET | Posters to help students think about careers in engineering that they may never have considered which can be used as stimulus materials for the start of a lesson.
STEMNET | Posters themed around ‘Manufacturing the Future’ which can be used to help inform students about the cutting-edge technologies and exciting careers available in UK manufacturing.
Shell | Shell’s free cross-curricular competition asks students aged 11-14 to use their STEM skills to devise innovative energy solutions to power cities of the future
Biomimicry 3.8 | The Biomimicry 3.8 Institute is a not-for-profit organisation which promotes the transfer of ideas, designs, and strategies from biology to sustainable design, helping teachers integrate biomimicry into the curriculum.