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.

Globalization and Intercultural DynamicsPolitics and SocietySocial Science

Distant Voice

Disciplines/Subjects: History, Political Sciences, Economics Key Themes: Afghanistan, Women, Rights, Empathy At the Same Time, in Different Spaces, How Do Different Lives Unfold? While our children sit in classrooms diligently studying high school courses and completing assignments, what educational and material challenges are Afghan girls of the same age facing just next door, in Afghanistan? As our children dream, plan, and choose their paths for the future, what hopes and disappointments are these Afghan girls experiencing? Without the right to control their destinies, what aspirations do they hold for the future, and what resistance can they muster? Amidst so many inequalities, these girls yearn to be seen and heard. Understanding and seeing their struggles not only illuminates their darkened world but also broadens our hearts and minds. In this project, you will research information about Afghanistan to understand the current living conditions and stories of Afghan women. Your task is to create a storybook about Afghanistan and organize an exhibition on Afghan women. Through these two efforts, you aim to achieve the following goals: Highlight the political, economic, and cultural background of Afghanistan. Present the challenges and struggles faced by Afghan women through their personal stories, offering profound insights through seemingly small narratives, and amplifying their voices. Inspire readers and attendees to take concrete actions and participate in initiatives to support Afghan women. Sell the storybook and donate all proceeds to an online English school for Afghan women.
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.
EducationPolitics and SocietyMental HealthIncubator Track

Entering the world of elderly

Disciplines/Subjects: sociology, design thinkings Key Themes: elderly, teenager, empathy The Incubator Track in MSA is a year-long, interdisciplinary program that empowers students to develop and launch social impact projects. Students will first define and understand a social problem, and then initiate an action to promote changes around that problem. Along with a variety of social science research and problem-solving methods, learners will also enhance their project management, leadership, and communication skills. The rapidly developing technology is convenient for citizens’ lives, but trouble has been brought to the elderly at the same time. Due to their dissatisfaction with social and emotional needs, the elderly suffer from loneliness and a series of severe consequences brought by loneliness. Loneliness may cause a variety of dangers that can threaten the health of the elderly. We discovered that providing support for the elderly to express and communicate with others reduces their sense of loneliness. We decided to aim at reducing the loneliness of the elderly by building a connection between them.