Makers Empire Learning Program

Makers Empire Learning Program

Makers Empire Learning Program

Learning goals

What is Makers Empire Learning Program?

Makers Empire is a fun and easy to use 3D Design & Technology program to support primary and elementary school teachers in effectively implementing Design & Technology curriculum. With Makers Empire, teachers can confidently plan, teach and assess against Design & Technology curriculum and integrate a contemporary technology - 3D design and 3D printing.


CompanyHQ Location: Australia
Founded: 2014
Age Range5-7, 8-10, 11-13
FeaturesTeach 3d DesignTeach 3d PrintingTeach StemGive Student FeedbackAdminister AssessmentsProfessional DevelopmentLesson PlansTeach Design & Technologies CurriculumTeach Problem SolvingTeach Design Thinking
LanguagesArabic, English
AccessibilityRobust features
PoliciesTerms of ServicePrivacy PolicyGDPR
RequirementsAvailable OfflineInternet - Low BandwidthInternet - High BandwidthDesktop - MacDesktop - WindowsDesktop - ChromebookMobile - iPhoneMobile - iPadMobile - WindowsMobile - Android

Students need access to computers or devices that have the Makers Empire app installed on them. Makers Empire can be used in offline mode where internet connectivity is an issue. Makers Empire school products includes: - Makers Empire 3D design software - Makers Empire teacher dashboard - training and professional development for teachers - unique school product key - onboarding assistance - how to get students set up with their own accounts, learning how to use the tools in the app etc - 150+ curriculum-aligned lesson plans - in built challenges, competitions and tutorials - ongoing support

Set Up

Students can start designing in 3D in minutes. For teachers, onboarding and getting set up and ready to teach your first class would take a couple of hours. The professional development course takes another 1.5-2 hours.

TrainingIn PersonLive OnlineWebinarsDocumentationVideos

Makers Empire school products include a 2-hour online professional development course for teachers. We also provide free tutorials, videos, webinars, lesson ideas and how-to guides for all teachers. See and

SupportEmailFAQs/ForumKnowledge BasePhone Support24/7 Live Rep

Makers Empire is renowned for its excellent and highly responsive customer support service.

Home LearningParent Access

Teacher must create the account.

Makers Empire Learning Program Pricing

Pricing Plans

Free VersionFreemiumFree TrialPaid Subscription

Makers Empire Learning Program pricing starts from $299 / year

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Certified by Education Alliance Finland

EAF Evaluation is an academically-backed approach to evaluating the pedagogical design of a product. EAF evaluators assess the product using criteria that covers the most essential pedagogical aspects in the learning experience.
Maker's empire supports various ways of learning design thinking and innovation skills. Makers Empire provides plenty of pre-curated material - lesson plans, models and ready-made tasks. At the beginning of the use, ME gives a clear linear path in Training Lab for starting the use and plenty of instructions and encouragement to move forward. This makes the start of use easy and meaningful. The user has a sense of progression right from the beginning.
Makers Empire supports learning new things through creative tasks. The solution requires utilizing learned in open-ended problem-solving. These approaches are really well justified considering the solution's learning goals. Activities are mainly very relevant and aligned with the learning goals and therefore student's long-term success is based on the ability to adapt knowledge that the solution delivers.
The solution follows non-linear, progressive, user progression, but in classroom projects and when using lesson plans the learning progress is directly comparable between users and progress can be scheduled accurately. This makes it easier for the teacher to ensure every student is learning and going in the right direction. Learning progress is individual and not tied to group activities which makes it easier to use the solution after school as well.
Makers empire software is used by the students individually for their designs. The solution allows the learner to make all the decisions individually and act and progress autonomously. However, social interaction is a part of the learning experience, since it is possible to connect with other users through the solution and see the other people's designs and give them likes. This allows the user to act openly and show their own activity and provides an open learning community to share information

Learning goals

Certified by Education Alliance Finland

The supported learning goals are identified by mapping the product against the selected reference curriculum and soft skills definitions most relevant for the 21st century.

  • Practicing strategic thinking
  • 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.
  • Critique, evaluate and test their ideas and products and the work of others.
  • Design purposeful, functional, appealing products for themselves and other users based on design criteria.
  • Understanding technological system operations 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
  • Practicing logical reasoning, algorithms and programming through making
  • Using technology for interaction and collaboration
  • Using technology to express one’s emotions and experiences
  • Using technology for interaction and collaboration (also internationally)
  • Using technology as a part of explorative process
  • Practicing memorizing skills
  • Practicing fine motor skills
  • Practicing categorization and classification
  • Practising visual recognition
  • Learning to notice causal connections
  • Practicing persistent working
  • Practicing to find ways of working that are best for oneself
  • Learning to find the joy of learning and new challenges
  • Creating requirements for creative thinking
  • Practicing creative thinking
  • Practicing to improvise
  • Encouraging students to be innovative and express new ideas
  • Practicing to use imagination and to be innovative
  • Practicing to use imagination and to be innovative
  • Practicing to use arts as a way to express
  • Developing problem solving skills
  • Practicing to notice causal connections
  • Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
  • Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing].
  • Investigate and analyse a range of existing products.
  • Apply their understanding of how to strengthen, stiffen and reinforce more complex structures.
  • Apply their understanding of computing to program, monitor and control their products.
  • Learning to face failures and disappointments
  • Encouraging the growth of positive self-image
  • Practicing to notice causal connections
  • Learning to build information on top of previously learned
  • Encouraging to build new information and visions
  • Learning to combine information to find new innovations
  • Learning to face respectfully people and follow the good manners
  • Encouraging to build new information and visions
  • Practicing to work with others
  • Practicing communication through different channels
  • Practicing to express own thoughts and feelings
  • Practicing to give, get and reflect feedback
  • Enabling the growth of positive self-image
  • Encouraging positive attitude towards working life
  • Learning consumer knowledge and smart economics
  • Learning to plan and organize work processes
  • Practicing decision making
  • Practicing versatile ways of working
  • Connecting subjects learned at school to skills needed at working life
  • Realizing the connection between subjects learned in free time and their impact to skills needed at worklife
  • Using technology as a part of explorative and creative process
  • Learning to acquire, modify and produce information in different forms
  • Practising to understand visual concepts and shapes and observe their qualities
  • Practicing to use information independently and interactively
  • Practicing to find, evaluate and share information
  • Learning to plan and design own written content and textual representations
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Using technology resources for problem solving
  • Generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, information and communication technology.
  • Practicing to argument clearly own opinions and reasonings
  • Evaluate their ideas and products against design criteria build structures, exploring how they can be made stronger, stiffer and more stable.
  • Explore and use mechanisms [for example, levers, sliders, wheels and axles], 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.
  • Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design.
  • Learning to listen other people’s opinions
  • Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
  • Learning decision-making, influencing and accountability
  • Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages].
  • Learning to find solutions in social conflicts
  • Practicing to plan and execute studies, make observations and measurements
  • Recognizing habits that are good for sustainable living
  • Supporting the growth of environmental awareness
  • Practicing to create questions and make justifiable arguments based on observations
  • Practicing to take care of one's own and other people’s safety
  • Practicing to take care of own and other people’s safety
  • Understanding and interpreting of matrices and diagrams
  • Practicing to take responsibility of one's own learning
  • Practicing time management
  • Practicing to set one's own learning goals
  • Practicing to notice links between subjects learned
  • Practicing to evaluate one's own learning
  • Learning to understand people, surroundings and phenomenons around us
  • Practicing to observe spoken and written language
  • Learning about different countries and their characteristics
  • Practicing to look things from different perspectives