STEAM Engine 2.0

Integrate coding into your classroom and build the skills to keep teaching it

Give your students a curriculum-aligned coding experience, and give yourself the confidence to lead it. SE 2.0 combines hands-on coding instruction for your class with embedded professional learning for you, so coding becomes a lasting part of your teaching practice.

Teach2Code

Practical Coding Training for Ontario Teachers

Teach2Code gives you straightforward, hands-on training designed for real classrooms, real challenges, and the Ontario Math curriculum. 

Built-In Professional Learning for Teachers​

STEAM Engine 2.0 is an 8-hour, curriculum-aligned, in-class coding program that supports the Coding (C3) strand of the Ontario Mathematics Curriculum through grade-specific lessons for students in Grades 5–8.

The program follows a co-delivery model built on a simple idea: Mathstronauts brings coding expertise, and you bring math expertise. Together, students get a premium learning experience that neither partner could deliver alone, and you get hands-on experience applying coding directly to your own math instruction.

◊ Direct experience leading a lesson where students use code to solve a real Grade-level math problem
◊ Experience supporting students as they debug and troubleshoot Scratch projects
◊ Skills for connecting coding concepts to the math curriculum you already teach
◊ Access to prepared, grade-appropriate Scratch lessons and activities you can reuse every year
◊ Confidence teaching a math-focused Scratch lesson independently

43%

Indicated lack of coding knowledge as the top challenge.

65%

Rated their comfort with coding between poor and moderate.

71%

Mentioned they require support in understanding basic coding logic (e.g., loops, variables).

72%

Found that pre-developed curriculum, lesson plans, and ready-to-use resources would be most beneficial.

What Students Learn

Students learn coding concepts drawn directly from the Ontario Math Curriculum,  including sequences, variables, loops, and conditionals, by programming an automated delivery bot.

They plan routes, control movement, recognize repeating patterns, and make decisions about when and what to deliver, applying math and coding together in a single hands-on project. Along the way, they test and debug their own code, building logical thinking and problem-solving skills they’ll use well beyond this program.

Workshops are taught by trained expert STEM facilitators who complete a mandatory Police Record Check with Vulnerable Sector Screening.

Why choose STEAM Engine 2.0?

Meet Curriculum Goals

Built directly around the Coding strand of the Ontario Grades 5–8 Math Curriculum using the same examples, key concepts, and sample tasks already in the curriculum, with grade-specific lessons.

Build Your Own Coding Confidence​

Unlike a regular workshop, SE 2.0 is designed so you leave able to teach coding yourself through a gradual, supported handoff.

Develop Students' STEM Skills

Students learn coding fundamentals through hands-on, project-based lessons that build creativity, teamwork, and critical thinking alongside math skills.

Access Streamlined Resources

You leave with Access to prepared math-focused Scratch lessons and activities—all the practical tools you can use right away without sorting through endless links.

Build Confidence

You already know the math—this program helps bridge that knowledge into coding. You’ll try activities hands-on, ask questions in a low pressure setting, and leave with a clear sense of what to do next in your classroom

Align with Ontario Math

Each module is built around the grade 5-7 coding expectations. You will see exactly how coding fits into lessons you already teach like Numbers, Algebra, and Data.

Learn by Doing

You experience the activities as a student first, then unpack them together from a teacher perspective. Together, we walk through prompts, discussion questions, and supports that help students at all levels succeed.

Access Streamlined Support

You leave with a small, organized set of sample tasks. Lesson outlines, rubrics, and checklists—all the practical tools you can use right away without sorting through endless links.

Program Details

SE 2.0 uses a co-delivery, gradual-release model. The core difference between this program and a standard in-class workshop:

â—Š Sessions 1 to 6: Mathstronauts facilitators lead hands-on coding lessons in your classroom. You observe the instructional strategies and see exactly how the lessons connect to the curriculum.

â—Š Transition Session 1: Applying Coding to Math: Students use code to solve a math problem aligned to your grade’s curriculum. Mathstronauts prepares and delivers the lesson; you play a supporting role, seeing exactly how coding maps onto a concept you already teach.

â—Š Transition Session 2: You lead the same math-application focus as Transition Session 1, but this time you deliver the lesson yourself, with a facilitator right there to coach and support.

By the end of the program, you’re left with the skills and confidence to keep teaching coding on your own.

No. SE 2.0 is designed for teachers with no prior coding experience. Sessions 1–6 are facilitator-led, so you’re learning alongside your students before you take the lead yourself.

Minimal. Lesson materials, activities, and success criteria are provided in advance, so your prep time is mainly reviewing materials before each session.

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Yes. Once you’ve completed the program, you keep the lesson materials and can continue teaching coding in future years without a facilitator present.

SE 2.0 is built to integrate directly into your existing math instruction time, using problems and examples aligned to the Ontario Math Curriculum’s Coding strand for your grade.

That’s exactly what the coaching support is for. Facilitators stay in the room during both transition sessions to guide you through your first math-integrated coding lessons.

In this five–module hybrid program, elementary school teachers, particularly those teaching grades 5 to 7, build coding confidence step by step —learning, debugging, designing, facilitating, and reflecting. In just eight hours, educators gain practical coding skills and create classroom-ready activities aligned with Ontario Math expectations.

The program is designed to help teachers build coding confidence and classroom readiness through a clear, step-by-step structure.

Structure:
Learn → Debug → Design → Facilitate → Reflect
Teachers progress from developing their own coding skills to planning, delivering, and reflecting on classroom activities.

Strands:

Upskilling (Teachers as Learners): Focus on Learn and Debug phases to strengthen understanding of coding concepts and problem-solving strategies.

Teaching Practice (Teachers as Instructors): Focus on Design, Facilitate, and Reflect phases to apply coding in real classroom contexts and refine instructional approaches.

Your growth in Teach2Code is meant to be visible, practical, and confidence-building. Throughout the program, you’ll track your progress not by tests or grades, but by what you can do in your classroom.

Success Measures:

â—Š Completion of program modules

â—Š Development of classroom-ready coding activities

â—Š Increased confidence in teaching coding

Designed for elementary school teachers and educators new to coding who want to build confidence and practical classroom skills.

Approximately 8 hours total, completed across multiple flexible modules.

A hybrid format consisting of synchronous live sessions with Mathstronauts facilitators, as well as asynchronous learning and delivery (details provided in the Modules section)

The program includes 5 modules that guide teachers through each phase of the learning journey.
See module details below

Teach2Code’s modules are designed specifically for teachers who are new to coding, and need a practical, hands-on approach to both learning how to code, and learning how to implement coding in the classroom. Navigate the modules below to learn more.

Important Dates

Winter/Spring 2026 Registration
Registration deadline:

None (Rolling)

Registration open:

January 5, 2026

Earliest Start Date:

February 17, 2026

Latest End Date:

April 17, 2026

How it Works

Our Experience

Since 2020, Mathstronauts has brought free, hands-on coding lessons to students through STEAM Engine. Now we’re going further: helping teachers gain the skills to deliver the curriculum themselves.

In 2025, we partnered with the McMaster Research Shop on a Needs Assessment. The results were clear: teachers face low confidence and resource overload. 

STEAM Engine 2.0 was built to fix both; simple, structured coding training that fits into a busy school year and built for real classrooms.

Delivery: In-Person (Sync)   
Time: 90 min 
Strand: Upskilling

Goal: Develop confidence in introducing fundamental coding concepts to students and understand how these concepts connect to mathematical thinking and problem-solving.

Learning Outcomes:

  • Apply loops (repeat actions) and conditionals (“if… then” decisions) to simple, real‑world math problems.
  • Recognize common areas of student confusion and use effective strategies to guide them.


Topics & Skills:

  • Sequencing: Breaking problems into logical steps.
  • Loops: Repeating actions efficiently.
  • Variables: Storing values that can change.
  • Events: Linking cause and effect (“when this happens, do that”).
  • Lesson Pacing & Exit Tickets: Keeping lessons engaging and checking for understanding.

Delivery: In-Person (Sync)
Time: 60 min  
Strand: Upskilling

Goal: Strengthen your ability to model problem solving and teach students to approach coding (and math) challenges with persistence and curiosity by using a simple, step-by-step routine to find and fix mistakes.

Learning Outcomes:

  • Identify and fix common issues (debugging) like: Repeats forever (a loop that never stops), wrong box (used the wrong value), steps in the wrong order, one step too many or too few.
  • Explain your fix in short, clear steps that students can follow.


Topics & Skills:

  • What’s A Bug?: Notice and name the problem.
  • Debugging Strategies: A “Pause • Predict • Test • Fix” routine that helps students self-correct.
  • Think Out Loud & Trace Steps: Follow the code line by line.
  • Small Tests: Change one thing at a time and check.
  • Quick Checks: Fast ways to see who needs help.

Delivery: Hybrid
Time: 180 min
Strand: Teaching Practice

Goal: 

Create a complete, curriculum-aligned coding lesson that matches one math topic with one coding idea, supported by clear success criteria and assessment tools you can use in your classroom.

Learning Outcomes:

  • Link one math idea to one coding idea (e.g., variables with unknowns, loops with patterns).
  • Write a clear lesson plan with title, goals, timing, and materials.
  • Build success criteria and/or a rubric/checklist aligned to your learning goals.
  • Adjust the lesson for different levels (works for Grade 5–7 splits).

Finalize a lesson plan and activity that is ready to teach.

Topics & Skills:

  • Math–Coding Match: Choosing one math idea and one coding idea that fit together in a simple lesson.
  • Lesson Flow: Structuring a coding activity from warm up to reflection/evaluation
  • Timing & Pacing: Planning how to spend time on each part of the lesson so it fits your period.
  • Success Criteria: Building in support for different learners and making “what success looks like” clear.
  • Curriculum Alignment: Checking that your activity connects to the Ontario Grade 5–8 curriculum expectations.

Delivery: In-person (Sync)
Time: 60 min
Strand: Teaching Practice

Goal: 

Build confidence in leading coding activities in your classroom, managing different ability levels, and keeping students engaged.

Learning Outcomes:

  • Explain coding ideas in plain language at a grade appropriate level.
  • Lead a short class code-along or simple stations and keep on schedule.
  • Use helpful prompts so students try first before you step in.
  • Spot who needs help using quick checks.


Topics & skills:

  • Timeboxing (using short timers): Set simple time limits for each activity so students know how long they have and the lesson keeps moving.
  • Talk Moves: Use easy questions like “Can you explain that?” or “What block will we need to use?” to help students share their thoughts.
  • Classroom Set-Ups: Try the lesson in a structure that works best for your class - individual work, partners, or simple stations.

Delivery: Online (Sync)
Time: 60 min
Strand: Teaching Practice

Goal: Create a space where you, as teachers, can reflect on how your coding–math lesson went, share experiences with fellow educators, and identify simple next steps to strengthen future lessons.

Learning Outcomes:

  • Describe how your coding–math lesson went, using concrete examples of wins, challenges, and student reactions.
  • Compare experiences with peers to surface common patterns and helpful strategies.
  • Identify 1–2 practical adjustments or next steps you want to try in future coding–math lessons.


Topics & Skills:

  • Experience Share: Roundtable style “How did the lesson go?” stories, wins, and challenges.
  • Reflection Prompts: Guided questions to help unpack what worked and what felt difficult.
  • Peer Learning: Noticing themes across classrooms and borrowing ideas.
  • Next Steps: Light planning for how to build on this first implementation (what to keep, tweak, or try next time).

Funders and Partners

STEAM Engine 2.0 is proudly funded by:

School Boards we partner with:

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