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iSTEAM Modules

Our iSTEAM modules blend innovative thinking with STEAM projects, to provide students with the skills to think outside the box along with learning a STEM area. These Project Based Learning (PBL) modules are designed to provide a deeper learning experience. Additionally, since the students make their own creations, they show higher intrinsic motivation and engagement.

If you would like to learn more about these programs, please send email to
hello@mindantix.com or call 1-812-302-6849 (1-812-DØ ANTIX).

  • How To Be An Inventor

    In this module, students work on making their own product-based invention, starting from coming up with an idea all the way to prototyping and finalizing their invention. Students learn a few different creativity techniques like associative thinking and reverse thinking, which they use to come up with original ideas. In addition, they learn about design thinking, evaluating different ideas, pitching their idea and they even submit an application to a national level invention competition! The module ends with a demo day where the inventors show case their work and can include an audience voted best invention award.

  • Electronic Storybook

    In this fun module students create their own storybooks that can light up! They learn about how electricity flows, circuits, switches and more. They even rig up their own circuit for their books using cell batteries and LED lights. Students incorporate creative thinking techniques as part of the story writing process and design their own illustrations on each page that gets enhanced with LED lights. The module ends with a story day where students read their story books to each other, and can even include an audience voted best author award.

  • Programming an Interactive Play

    This module extends the computer science unplugged concept into a bigger group project. In this highly collaborative group project students design an interactive play, where the audience gets some choice on how the play proceeds, while learning computer science fundamentals. The class is divided into three groups that work on the beginning, middle and end scenes of the story respectively. First, the three groups agree on the main characters and setting ("global variables"). Then each group uses creativity techniques like associative and analogical thinking in defining their scenes. Groups work independently and only communicate the least amount of information to the other teams. After all groups finish their scripts, the class puts the whole story together, invariably discovering hilarious "integration" issues!

  • Creative Android Applications

    During this module children learn computer science, creative thinking and user design concepts through the process of designing and building their own mobile app. Students use MIT's App Inventor program to create their android apps and InvisionApp to create mockups. At the end of the program, children will participate in an in-house competition for the best application.