ETIH Innovation Awards: Best STEM Learning Solution shortlist highlights hands-on learning
From AI-driven tutoring to immersive labs and coding platforms, this category reflects how STEM learning is evolving through practical application and measurable outcomes.
The ETIH Innovation Awards 2026 category spotlight series continues with Best STEM Learning Solution, following more than 140 entries submitted across this year’s awards.
This category recognizes technology supporting learning in science, technology, engineering, and mathematics, with winners set to be announced on May 11.
Where STEM learning moves from theory to application
This category brings together platforms and programs designed to strengthen STEM understanding through hands-on, applied learning. Submissions range from AI-supported tutoring and coding environments to immersive simulations and hybrid physical-digital lab experiences.
Judges are focused on how effectively these solutions build core competencies such as problem-solving, critical thinking, and creativity. This includes how well tools translate complex concepts into usable learning experiences, and whether they support sustained engagement rather than short-term interaction.
There is also scrutiny on outcomes and accessibility. Strong entries demonstrate measurable progress in attainment or confidence, alongside evidence of adoption across different settings. At the same time, solutions are expected to show how they scale, integrate into existing curricula, and avoid adding unnecessary complexity for educators.
Finalists
Code Along is a free, video-based coding academy created by Beyond Code Collective (Beyond Code), Black Girls Code (BGC), and GoldieBlox, inspiring millions of emerging learners worldwide with step-by-step coding tutorials, relatable STEAM role models, celebrity ambassadors, and challenges inviting them to create meaningful projects. Each episode of Code Along focuses on building practical applications while explaining key concepts and best practices. The program has reached millions of learners, with over 160,000 subscribers, and 165,000 hours of lessons watched and counting.
Google Research (AI Quests, with Stanford Accelerator for Learning)
AI Quests is a game-based learning experience developed by Google Research and the Stanford Accelerator for Learning. Designed for middle schoolers (ages 11–14), it transforms complex AI concepts into interactive, code-free quests inspired by real-world research, from predicting floods to mapping the human brain. This initiative promotes active learning, equipping students with the literacy needed to responsibly build AI applications that address future societal challenges. Having already reached 200,000 students globally, we are now scaling to reach 2 million learners by 2026, preparing the next generation of informed digital citizens.
Medly delivers personalised STEM tutoring across Biology, Chemistry, Physics, Mathematics, Further Maths, Computer Science, and Economics for GCSE, A-Level, IGCSE, IB, AP, and SAT students. Purpose-built STEM tools include handwriting recognition for equations and diagrams, an integrated graphing calculator, full equation editor, and AI marking that awards marks separately for method, accuracy, and reasoning. In 2025 GCSEs, Physics improved 43%, Mathematics 31%, Chemistry 29%, and Biology 27%. With 300,000 signups and 100,000 to 200,000 AI interactions daily, Medly makes expert STEM tutoring accessible to every student.
Samsung Electronics UK (Solve for Tomorrow)
Samsung Solve for Tomorrow is a free national education programme equipping 11–18-year-olds with the creativity, design-thinking and STEM skills needed to solve real-world challenges. The re-imagined 2025/26 programme offers a flexible suite of classroom-ready resources, including full curriculum-linked lessons, rapid activities, independent learning materials and an animation that introduces design thinking simply and accessibly. Short films showcase real innovators to help learners connect STEM concepts to future careers, supported by mentoring and work-experience opportunities. Co-created with teachers, young people, the Design Council and the D&T Association, the programme makes high-quality innovation learning accessible, engaging and inclusive for every classroom.
SkillsVR delivers immersive VR and MobileVR training that transforms how businesses, governments, and educational institutions develop skills and build confidence. Our platform centralises training creation, delivery, and analytics, empowering teams to design realistic, scenario-based learning that drives measurable results. One example of our success is our collaboration with the Ministry of Social Development (MSD), where SkillsVR supports nationwide workforce development through accessible, culturally responsive learning. Mobile access ensures training reaches every learner, anywhere, while outcomes such as faster job readiness and a 34% employment transition rate demonstrate how our platform delivers real-world impact across industries including construction, logistics, horticulture, hospitality, and beyond.
UNOWA is redefining science education with ULabs, an innovative STEM ecosystem that bridges the gap between digital learning and physical experimentation. ULabs combines modular kits, high-precision sensors, and AI-powered analytics to turn any classroom into a high-tech laboratory. By providing real-time data visualization and localized, curriculum aligned content, we empower students to solve real-world problems through critical thinking and creativity. With over 7,180 STEM classrooms equipped globally, UNOWA is making advanced science and technology education accessible, engaging, and future ready for students everywhere.
Explore the full shortlist
You can explore the full ETIH Innovation Awards 2026 shortlist to see the companies and platforms shaping this year’s awards. Winners will be announced on May 11.