Project

Real-world projects creating positive impacts for self, others, communities, and the planet.

Annually, numerous interdisciplinary projects emerge with the mission of contributing to a better world.These projects span multiple disciplines and areas such as biosciences, urban planning, innovative media, physics, and mathematics. Within them, we are engineers, designers, architects, scientists, thinkers, and visionaries for the future. We expect these projects could inspire learners in creating impactful work, prompting them to consider their place in the broader context of the world and the progression of human civilization.

Artificial IntelligenceTechnology and InnovationD.R.E.A.M

Start-up Game Studio Experience

Disciplines/Subjects: Computer Science, Art Key Themes: Game Development, Unity Game Engine, 3D Modeling, Blender, Game Design This project aims to provide a comprehensive start-up game studio experience by integrating computer science and art. Students will begin with the history and theory of game design, gradually mastering key skills such as 3D modeling and map design, and ultimately apply their knowledge in a simulated game studio environment to develop a 2D anti-war-themed game called "Dark Forest." The game tells the story of a kitten traversing a nuclear radiation-contaminated forest in a desolate world after a nuclear explosion, searching for its dog companion and seeking refuge. Through this game, students will learn how to combine programming techniques with creative design, solve technical challenges, and maintain the uniqueness of the game while meeting market demands. Throughout the project, students will experience the entire game development process, from concept to completion, which not only hone their project management and teamwork skills but also deepen their understanding of game design and development in practice. "Dark Forest," with its profound social significance and engaging storyline, becomes a medium for students to convey messages of peace and anti-war, while also exercising their ability to balance creative expression with technical implementation. Ultimately, students will emerge with a complete game project and a range of transferable skills, preparing them for future careers or entrepreneurial paths. This project is not only an educational innovation but also a transformation that combines technology, art, and social responsibility, aiming to cultivate the next generation of game developers and improve education and social awareness through technology.
Technology and InnovationD.R.E.A.M

Pathfinder: Exploring Shortest Path Algorithms in Theory and Practice

Disciplines/Subjects: Computer Science, Mathematics, Academic Research Key Themes: Graph Theory, Algorithm Development, Java Programming, Research Methodology This project invites learners to explore the shortest path problem, a cornerstone in graph theory with applications in various industries. Students will engage in research, implement algorithms like Dijkstra's or Bellman-Ford in Java, and present their findings through a research poster, report, and simulation project. By connecting theoretical knowledge with practical implementation, students will deepen their understanding of algorithmic thinking, enhance their coding skills, and develop effective communication techniques.
Artificial IntelligenceTechnology and InnovationD.R.E.A.M

AI-Controlled Tabletop Greenhouse

Disciplines/Subjects:  Computer Science, Environmental Science, Agriculture, Robotics Key Themes:  Artificial Intelligence, Large Language Models, Model Design, Sustainable Technology In this innovative final project, students will design and build an AI-controlled tabletop greenhouse that integrates modern technology with sustainable agriculture. The project begins with students brainstorming and sketching potential designs, considering functionality, aesthetics, and structural integrity. Using CAD software, they will create precise digital blueprints of their greenhouse. These designs will then be brought to life using a laser cutter to fabricate the structure’s components. Once cut, students will assemble the pieces, ensuring the greenhouse is sturdy and waterproof, which may involve sealing edges with silicon or other waterproofing materials. The interior of the greenhouse will be filled with soil and planted with real vegetation. The heart of the project lies in integrating an AI-controlled environment to optimize plant growth. Students will install a series of sensors, including a soil moisture sensor to monitor water content. If the soil becomes too dry, a microcontroller, such as a Micro: bit, will automatically activate a watering system. To ensure plants receive adequate light, LED grow lights will be programmed to turn on and off based on a preset schedule or environmental feedback. To maintain an optimal temperature, the greenhouse will include fans for cooling and windows that can be opened automatically based on temperature readings. Students will program these systems using the Micro: bit, combining coding with hardware integration. Throughout the project, students will test, refine, and troubleshoot their prototypes to achieve an efficient, self-sustaining system. This project combines design, engineering, and environmental science while fostering skills in CAD, laser cutting, circuitry, coding, and problem-solving. By the end of the project, students will have a functional tabletop greenhouse and a deeper understanding of how AI and technology can contribute to sustainable agriculture. This hands-on experience will prepare them for real-world applications of STEM disciplines.
Artificial IntelligenceTechnology and InnovationD.R.E.A.M

AIGC at hand

Disciplines/Subjects: User Experience Design, Product Design Key Themes: Interest-driven, Mobile-end products, AIGC, Innovation UX design, as an applied discipline, is constantly evolving due to technological and social developments. The aim of the "AIGC at hand" project is to enable learners to focus on the cutting-edge trends of technological development within a specific period. Through designing AIGC products, while getting to know new technologies, they can deeply understand and learn to apply how technologies serve daily life, achieving an effective connection between knowledge and practice, and cultivating their acute perception and practical ability in technological application. The theme of the project is open but with certain restrictions. During the project implementation, learners can deeply explore user needs in the fields they are passionate about and transform these needs into services of mobile products. The crucial limiting factor is that AIGC technology must be used. Moreover, the integration of technology and product should not be a rigid and forced insertion, but rather a natural and smooth incorporation into the product design, effectively enhancing user experience and product value. For example, the "Journey" product created by learners - specifically serving the particular scenario of multi-person travel among young people, based on the AI large model, helps users jointly customize personalized travel itineraries and plans. Because the product precisely targets user pain points and enables the skillful application of AIGC technology, it has received recognition from enterprises and school experts.
Technology and InnovationD.R.E.A.M

Rush to Flush: MSA Toilet's Intelligent Transformation Plan

Disciplines/Subjects: Software Engineering, User Experience Design Key Themes: Team Collaboration, Innovative Thinking, Real-world Problems, Interdisciplinary Learning Learners start by identifying a specific pain point or problem based on the inconvenient and uncomfortable scenarios encountered in the Moonshot Academy restrooms. Using the design and development knowledge they have learned, combined with innovative technological ideas, they work in groups to conduct user research, propose solutions, design and develop the solutions, and present and reflect on the results. Through evaluation, the solution that best meets real needs and gains unanimous recognition will be implemented across the entire school. Through well-structured activities, the project process rooted in real-world issues helps learners develop skills such as teamwork, project management, execution, and problem-solving, while also enhancing their sense of social responsibility.
Technology and InnovationD.R.E.A.M

Build and Compete with Sumo Robots in the Class

In this fantastic and fun final project, students will design, build, and program their own Sumo robots to compete in a class-wide tournament. The project begins with students learning the fundamentals of robot design, focusing on creating a robot with an optimal shape for pushing or flipping opponents. Students will sketch their designs and fabricate their robot parts using available tools and materials, ensuring the pieces fit together securely. Emphasis will be placed on selecting a shape that provides stability, maneuverability, and the ability to effectively overpower or outmaneuver other robots. Next, students will select motors for their robots, weighing factors like speed and torque to achieve the best combination for offensive and defensive strategies. Additional wheels may be added for balance and to ensure consistent performance. Infrared sensors will be integrated to detect the edge of the ring, preventing the robot from driving out of bounds, while long-range sensors will allow the robot to detect and track the opponent. Component placement within the robot will be determined by the students, balancing functionality and strategic considerations. The core of the project involves programming an Arduino to control the robot. Students will write code to process sensor inputs, keep the robot inside the ring, and make it capable of targeting and engaging the opponent effectively. Iterative testing and debugging will be a critical part of this process, allowing students to refine their designs and code. The project culminates in a class-wide Sumo robot competition. Each robot will face off in the ring, showcasing its ability to stay within bounds, detect opponents, and use force or strategy to push or flip other robots out of the ring. This final exposition challenges students to apply their creativity, engineering skills, and programming knowledge to determine who has built the ultimate Sumo robot.
Technology and InnovationScience

Treasure Hunting-A Grave with No Shadow

Discipline/ Subject:Earth Science  Key Themes: The Earth revolution around sun In a Guangzhou graveyard, a secret tale is untold. Once a year, at a moment's hold, Shadow vanishes at a precious cue, For a fleeting few minutes, a chance so true. Where a treasure's rumored, beneath a tomb's clay, But this fleeting moment, a blink of fate, Is the only time to unlock its gate. People gather, filled with eager delight, But among so many graves they stand, Lost and confused in a sea of stones. To seek the riches, you must advance, At the right day, the right minute, don't be late, For the shadows disappear, and you must navigate. With shovels and maps, and hearts so bold, Assemble your team to seek the hidden gold, In those fleeting minutes, do your best. Find the treasure hidden if you dare. You need to: Find out where the treasure is. Please provide its rough coordinate (GPS 坐标,精确到分即可) and point it out in a map. Explain why you think it's there with a clear model and solid evidence using model and CER template enclosed in this page. Explanation = Claim (What you know) + Evidence (How you know it) + Reasoning (Your thought process) Create a STEM experimental exploration report with maps to show your findings.
SustainabilityTechnology and InnovationScience

Energy Hacker-Reviving Spaces for Efficiency

Disciplines/Subjects: Physics, Mathematics, Environmental Science, Engineering, Computer Science, Sustainable Development and Energy Management Key Themes: Sustainable Development, 3D Printing, Energy Management This project focuses on creating an energy-efficient renovation system for school classrooms through innovative energy technologies and design methods. We are developing a comprehensive energy efficiency improvement plan aimed at maximizing classroom energy efficiency and minimizing energy waste through the use of renewable energy and energy-saving technologies. Traditional energy renovations often rely on manual intervention, which is costly and difficult to scale. Our system leverages scientific energy surveys, heat loss calculations, and the application of energy-saving technologies to provide an energy management solution that can be continuously assessed and improved, helping schools reduce energy consumption and lower carbon emissions. The core of this project is a data-driven analytical engine that provides quantifiable energy-saving solutions by calculating classroom energy consumption, heat loss, and the effects of energy-saving measures. Through detailed energy surveys and heat loss analysis of the classroom, students will propose the most suitable energy-saving renovation plans based on data, ensuring that the renovated classroom maintains efficient energy use under various environmental conditions. To better demonstrate the results of the energy-saving renovation, students will create 3D-printed models simulating the energy consumption of the renovated classroom. Through these models, such as adding insulation, installing solar panels, and upgrading the lighting system, students will visually understand how spatial design can enhance energy efficiency. Indoor circuit design will also be integrated, with students designing and simulating new lighting and energy systems to demonstrate how proper circuit design can reduce energy waste. For the thermal energy aspect, students will create a thermal energy demonstration model, visually showing heat loss and heat flow to demonstrate how different building materials and design solutions impact energy efficiency. This model will help students understand how to reduce heat loss in classrooms by improving insulation materials, enhancing window and door sealing, and installing energy-saving devices. Through this intelligent energy-saving design and feedback mechanism, students will gain a systematic energy renovation experience, learning how to improve classroom energy efficiency while reducing environmental impact through reasonable design. We believe that through this project, students will not only enhance their environmental awareness and practical skills but also bring sustainable energy solutions to the school, contributing to the achievement of sustainable development goals. This project is not only a technical tool but also a social transformation aimed at improving the energy efficiency and environmental quality of schools.