STEAM Education has made class room education more experiential and here the emphasis is more on LEARNING than TEACHING. Do It Yourself is a way where students learn by trial and error method. Here students try using alternative ways of solving a problem, overcoming the roadblocks in completing the task using all possible methods, techniques and creative ways develop out of the box thinking and problem solving mindset in young minds.
STEAM Education brings attitudinal and behavioral change in a student’s personality. It is revealed by various surveys that majority of graduates produced by various universities every year are unemployable by the industry due to their skills and attitudes. Application of STEAM Education from the early age has shown its results in various countries by making students more enterprising and risk taking.
YantroMitra’s STEAM Education brings the best elements of various learning concepts in its Curriculum to schools campuses to shape the personalities of young minds and future citizens. We revise our syllabus every 6 months by additions of more interesting and learning concepts to imbibe inquisitiveness in young minds.
YantroMitra has IoT to Drones to 3D Printing to Pottery to Hydroponics to Star – Gazing and Camping at various places. We are also planning to bring other elements in our Curriculum which adds value in shaping the personalities. We are eager to associate with schools and colleges in shaping personalities.

The STEAM Process


In this step, we’re selecting an essential question to answer or problem to solve. It’s important to have a clear focus on both how this question or problem relates to the STEM and the Arts content areas you’ve chosen.


During the detail phase, you’re looking for the elements that are contributing to the problem or question. When you’re observing the correlations to other areas or why the problem exists, you begin to unearth a lot of key background information, skills or processes that students already have to address the question.


Discovery is all about active research and intentional teaching. In this step, students are researching current solutions, as well as what ISN’T working based on the solutions that already exist. As a teacher, you can use this stage to both analyze the gaps your students may have in a skill or process and to teach those skills or processes explicitly.


This is where the fun happens! After students have dived deep into a problem or question and have analyzed current solutions as well as what still needs addressed, they can begin to create their own solution or composition to the problem. This is where they use the skills, processes and knowledge that were taught in the discovery stage and put them to work


Once students have created their solution or composition, it’s time to share it. It’s important that the work is presented for feedback and as a way for expression based on a student’s own perspective surrounding the question or problem at hand. This is also an important opportunity to facilitate feedback and help students learn how to give and receive input.


YantroMitra Basic STEAM Education Kit

  • Experiments for Lower age groups
  • Includes Experiments from basic Electronics to Science
  • 3 kits
  • One kit every month with a Instruction Manual
Rs 3000 + tax

YantroMitra Foundation STEAM Education Kit

  • Experiments for 3rd Grade to 6th Grade age groups.
  • Includes Experiments from basic Electronics to Science and Basic Programming.
  • 3 kits
  • One kit every month with a Instruction Manual.
Rs 6000 + tax

YantroMitra Foundation STEAM Education Kit

  • Experiments for 7th Grade to 12th Grade age groups.
  • Includes Experiments from basic Electronics to Science and Programming.
  • 3 Kits
  • One kit every month with a Instruction Manual
Rs 9000 + tax