School STEM Program - Introduction
The Pinball Project STEM Program is a flexible, hands-on learning experience for high school students that combines engineering, electronics, coding, design, fabrication, and problem-solving through the creation of a working pinball machine. The program can be delivered in different settings, including schools and makerspaces, either with support from a Maker Mentor or by capable school staff using a DIY School model. The program has educational value, including authentic STEM application, collaboration, career exposure, and teacher professional learning.
In the following sections, you’ll discover details about resources, support packages, delivery roles, and scheduling options that enable schools and other providers to implement the program successfully. Below is a list of the key questions that are answered in the following six sections:
Explainer videos summarise each section below (more detail contained in text, if wanting to know more):
WHAT does a Pinball Project STEM Program look like?
The Pinball Project STEM Program for high school students is adaptable and can be delivered either on campus or at a makerspace. The program structure, kits, tools, and content remain consistent across locations. See “How will this Pinball Project STEM Program be Run” for details.
Delivery Methods
Excursion at Makerspace with Maker Mentor
-
Schools may conduct the program at a local makerspace with access to equipment and guidance.
-
A Maker Mentor co-runs sessions with teachers, offering in-class Professional Development (PD).
Incursion at School Campus with Maker Mentor
-
Programs can run on-campus, with or without specialised tools.
-
Maker Mentor guides students alongside teachers; Mobile Makerspace is available if needed.
-
Teachers receive PD through active participation.
Delivered by School’s Own STEM Teacher (DIY School)
-
STEM teachers with makerspace tools and equipment.
-
Deliver the program independently for hands-on STEM learning.
Pinball Project Kit - Included Guidance
-
Extensive lesson plans and
-
Video tutorials are included with the Pinball Project Kit.
Additional teacher resources - Learning and Assessment materials and support can be purchased separately (included with Maker Mentor hire or DIY School - Support Package).
Additional Guidance - Maker Mentor or DIY School - Support Package
Included with the Maker Mentor hire is:
-
Learning and Assessment teacher's materials,
-
Setup help (online and in-person) and
-
STEM Program co-delivery (in-person).
Included with the DIY Schools - Support Package is:
-
Learning and Assessment teacher's materials,
-
Setup help (online) and
-
Expert help (online) for assembly and testing challenges.
WHY choose this EPK Pinball Project STEM Program?
Outstanding Hands-On STEM Learning
The EPK Pinball Project STEM Program stands out as an exceptional hands-on learning experience. It offers:
-
A broad range of STEM learning areas, ensuring that students engage with diverse scientific, technological, engineering, and mathematical concepts.
-
Opportunities to apply these concepts in a real-world setting, making learning both relevant and practical.
-
The development of practical and job-critical skills that are highly valued in today's workforce.
-
A collaborative working environment, encouraging teamwork and communication among students.
-
Innovative content—this program delivers unique learning experiences that are not available elsewhere.
-
Exposure to in-demand career skills and knowledge, helping students prepare for future pathways in STEM fields.
-
The added benefit of inspiring students to pursue further studies in engineering, trade, and technical careers, whether at universities or technical colleges.
Comprehensive Course Materials Provided
The program includes all the essential course materials required for successful participation and completion. This ensures that both teachers and students have access to quality resources, supporting effective teaching throughout the duration of the project.
Teacher Support Package and Maker Mentor Hire
DIY Schools can access supplementary materials (Learning and Assessment - workbook and digital portfolio) and support to help STEM teachers set up and deliver their first Pinball Project STEM Program for a small additional fee. Alternatively, schools can hire a Maker Mentor for in-person support and STEM Program co-delivery.
DIY School - Support Package purchase includes online:
-
Help with troubleshooting and problem-solving. This ensures that teachers have expert assistance when encountering challenges during assembly and testing phases of the project.
Maker Mentor Hire includes in-person:
-
Help with troubleshooting and problem-solving
-
Guidance and resources tailored to assist teachers in the co-delivery of the program, regardless of their previous experience with STEM projects.
-
Ongoing professional development opportunities to help teachers refine their STEM teaching knowledge and skills.
Summary of Key Benefits
-
The program combines a broad STEM curriculum with real-world application, fostering the development of vital skills for students.
-
It is designed to be innovative and collaborative, providing unique opportunities for both students and teachers.
-
The comprehensive support structure ensures that participants are fully equipped for success.
HOW will this Pinball Project STEM Program be run?
Kits & Activities
Kits
The Pinball Project STEM Program features 16 subassembly Kits, each with parts packs for building multiple items. Each Kit includes:
-
Plywood parts for subassemblies
-
Electronic components for circuit boards
-
Mechanical and electro-mechanical parts (motors, cables, connectors)
-
Digital design elements for 3D modeling, artwork, and coding (no physical parts needed)
Final Assembly
In addition to the Kits, there are four sequential Final Assembly sets (FA 1–4), each with five activities matching those in the Kits. These activities span four areas: Cabinet, Cabinet Base, Under the Playfield, and On the Playfield.
Activities
Each activity takes about three hours, including one hour of step-by-step video tutorials delivered in five-minute, interactive segments. The five activity types are:
-
Artwork: Design pinball themes using digital templates, print graphics, and create sound effects for gameplay.
-
Wood and Plastics: Assemble housings from pre-cut plywood; design and 3D print custom plastic parts from supplied drawings.
-
Electronics: Learn basic soldering and circuit assembly with guided practice, focusing on building and testing PCBs.
-
Electro-Mech: Attach/connect wires, assemble mechanical components, mount housings, install playfield parts, and perform function tests.
-
Coding: Program Arduino microcontroller for gameplay features, test code on hardware, and make adjustments as needed.
Tools and Equipment
A full list of tools and equipment is available as a PDF on the EPK website, including supplier links, required quantities, and prices. Note: These tools and equipment are not included with Pinball Project purchase. Essential items for all five activities include computers or laptops (one per three people), headphones, and a 5-way audio splitter per kit. Each kit also requires specific sets of equipment per session.
Consumables Required for Each Pinball Project
Unlike reusable tools and equipment, consumables must be restocked for every pinball project. A full list of consumables is available as a PDF on the EPK website, including supplier links, required quantities, and prices. Note: these consumables are not included in the Pinball Project purchase. However, participating Makerspaces will have a box set of these available for purchase to make setting up more convenient.
Course Content
Teaching
Instruction follows a watch-and-do approach, with over 200 hours of video tutorials covering five activities across 16 kits and four Final Assembly groups. Each kit and assembly includes Session Plans synchronized with video segments for easy navigation. Videos are broken into manageable five-minute steps, and each activity has a uniquely numbered Session Plan divided into Introduction, Preparation, Planning, and Work Instructions.
Learning
Students apply STEM knowledge through Workbook questions and showcase their skills in Digital Portfolio tasks, submitting designs, documentation, and photos.
Assessment
Assessment uses a Marking Key for evaluating Workbook answers and Digital Portfolio submissions.
Teacher Mentoring (Professional Development / Training)
There is a shortage of teachers, especially in STEM, making it hard for current staff to expand their skills. Teachers usually get only one or two days each year for professional development, limiting growth. To address this, EPK partners with Maker Mentors to provide in-class mentoring, allowing teachers to learn during lessons without missing school. Mentors and teachers deliver the Pinball Project Program together, detailed further on the Maker Mentor page.
Teacher Support - DIY Schools
EPK also offers online support—including regular webinars—for teachers starting the Pinball Project Program independently. This help is available before and during the program for participating schools that have paid for this service in addition to purchasing the Pinball Project.
WHERE can the Pinball Project STEM Program be run?
Overview
The Pinball Project STEM Program is adaptable for high schools, technical colleges, universities, bootcamps, and correctional facilities.
High Schools
Schools can offer the program in makerspaces, through local Maker Spaces and Maker Mentors, Mobile Makerspace vehicles, or entirely on-site if they have the required resources and trained teachers. EPK supplies training and support options.
Technical Colleges
Technical colleges, such as TAFE (Australia), can deliver the program to grades 11–12 (VET in HSC) and prevocational students, who build projects as part of their learning. Outreach to younger students (grades 9 & 10) is also encouraged to spark interest in technical fields.
Universities
Universities may provide the Pinball Project STEM Program to years 9–10, helping students consider engineering and systems subjects for future study.
School Holiday STEM Bootcamps
Schools and private providers can offer the program during holiday bootcamps, serving families seeking STEM courses for high school students and generating revenue similar to robotics courses.
Prisons and Reform Centres
Correctional facilities can use the program for reskilling inmates and youth, delivered by Mobile Makerspace providers and Maker Mentors, supporting participants’ transition to employment and offering business opportunities for providers.
WHO can run the Pinball Project STEM Program?
Maker Mentors
-
Maker Mentors are skilled professionals with relevant industry backgrounds who must hold a Working With Children Check. They may be employed by, or contracted to, makerspaces. EPK provides training for both management and Maker Mentors, covering facility preparation and program facilitation.
-
Maker Mentors based in makerspaces can host excursions, while independent contractors can deliver programs as school incursions, optionally via Mobile Makerspace vehicles if school facilities are lacking.
High School STEM Teachers – DIY Schools
-
Experienced high school STEM teachers can independently lead the program, especially those skilled in areas like Arduino coding, electronics, mechanics, 3D printing, and design software. EPK offers an optional Support Package, which includes Learning and Assessment materials, and ongoing online support.
Guest Experts (Industry Role Models)
-
Industry experts can co-run, guest speak, or assist in the program, benefiting companies, students, and schools. They promote STEM pathways, provide mentoring, and enhance recruitment efforts for organisations.
-
Companies gain recruitment opportunities through student engagement and sponsorship.
-
Students benefit from role models, especially women in STEM, gaining confidence and career insights.
-
Schools can use sponsorships to fund the program, offering promotional benefits to sponsors such as universities, technical colleges, and trade companies. These organisations can also help guide students toward appropriate subject choices and careers.
WHEN: How long does the Program run for?
The Pinball Project STEM Program offers a flexible structure with several delivery options:
Program Structure: Project Phases, Program Configurations
The Pinball Project STEM Program runs over two 10-week terms (20 weeks total), fitting typical high school schedules with three contact hours per week. Completing the project requires fifteen three-hour sessions, while the remaining five weeks are reserved for assessments and interruptions.
Project Phases
The program has three build phases—each with five three-hour sessions:
-
Phase 1: Kits 1–8 (sessions 1–5)
-
Phase 2: Kits 9–16 (sessions 6–10)
-
Phase 3: Final Assembly FA 1–4 (sessions 11–15)
Program Configuration Examples
Example 1: 8 Students, 1 Pinball Project
-
One student per Kit, two per Final Assembly (FA)
-
1 x 3-hour session per week, over three 5-week Phases
-
Eight students complete all 3 Phases (15 weeks)
Example 2: 24 Students, 1 Pinball Project
-
Three students per Kit (six per Final Assembly)
-
1 x 3-hour session per week, over three 5-week Phases
-
24 students complete all 3 Phases (15 weeks)
Example 3: 72 Students (3 Cohorts of 24), 1 Project Phase each
-
Three cohorts of 24, each cohort completes one of three Project Phases
-
5 x 3-Hour Sessions per Cohort (5 weeks each cohort, 15 weeks total)
Three students per Kit (six per Final Assembly
Example 4: 72 Students (3 Cohorts of 24) 1 Pinball Project each
-
Three cohorts of 24, one Pinball Project each
-
1 x 3-hour session per week, over three 5-week Phases
-
Three students per Kit (six per Final Assembly)
Top Of Section



