littleBits STEAM STUDENT SET

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littleBits STEAM STUDENT SET

littleBits STEAM STUDENT SET

littleBits
STEAM
Electronics kit for building innovations in classrooms.

littleBits STEAM STUDENT SET is an electronics kit for STEAM learning. It includes 16+ hours of lessons with everything that is needed to engage up to 3 students and develop their 21st century skills.
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Age groups 
Elementary
Middle school
Price 
One time purchase
Languages 
English
Platform 
Browser-based
Mobile Android
Mobile iOS
Registration 
Required
Offline play 
Playable offline
Pictures
Videos
Educational Quality
Learning Goals
Pedagogy

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

littleBits provides easy-to-follow instructional materials which guide users through the first steps while familiarizing them with the electronics kit and STEAM learning goals.
After the linear beginning, the learning journey leads to an open-ended problem-solving space where students are practicing design thinking skills through building inventions.
The littleBits application provides opportunities for knowledge sharing and sharing of creative outcomes, which are centric aspects of the product’s pedagogy.

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

Evaluating and applying information technology, including new or unfamiliar technologies, analytically to solve problems
Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems.
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
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
Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
Use a variety of approaches, to generate creative ideas and avoid stereotypical responses
Understand and use mechanical systems in their products
Understand and use electrical systems in their products
Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups
Understand how more advanced electrical and electronic systems can be powered and used in their products
Understand and use the properties of materials and the performance of structural elements to achieve functioning solutions
Select from and use a wider, more complex range of materials, components and ingredients, taking into account their properties
Identify and solve their own design problems and understand how to reformulate problems given to them
Develop specifications to inform the design of innovative, functional, appealing products that respond to needs in a variety of situations
Critique, evaluate and test their ideas and products and the work of others

Soft skills learning goals

Practicing logical reasoning to understand and interpret information in different forms
Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Using technology as a part of explorative and creative process
Using technological resources for finding and applying information
Understanding and practicing safe and responsible uses of technology
Building common knowledge of technological solutions and their meaning in everyday life
Using technology for interaction and collaboration
Practicing to notice causal connections
Practicing to look things from different perspectives
Practicing to improvise
Developing problem solving skills
Practicing to plan and execute studies, make observations and measurements
Practicing creative thinking
Practicing to work with others
Practising to understand visual concepts and shapes and observe their qualities
Using technology resources for problem solving
Learning to find the joy of learning and new challenges
Learning to acquire, modify and produce information in different forms
Connecting subjects learned at school to skills needed at worklife
Practicing to notice causal connections
Creating requirements for creative thinking
Practicing to use imagination and to be innovative
Learning to combine information to find new innovations
Learning to plan and organize work processes
Encouraging to build new information and visions

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.

Passive
Active
The solution requires active engagement (doing things) to progress and user actions to extract information. This is a great tool for "learning by doing".
Rehearse
Construct
Success is based on the ability to adopt the knowledge that the solution delivers. The solution promotes using existing knowledge in order to build new understanding.
Linear
Non-Linear
In the beginning, the solution has equal learning paths for all users. After familiarizing with the basic functions, the solution supports learning in an unlimited problem space, allowing infinite learning outcomes.
Individual
Collaborative
The solution allows the learner to make all decisions individually, but provides a learning community for sharing information and learning outcomes.