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.
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.
EducationIncubator Track

STEM for Girls

Disciplines/Subjects: sociology, education,design thinkings Key Themes: girls,gender equality, STEM/Math,pedagogy, learning interest 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 problem we want to solve is that middle school girls cannot maintain their interest in math through school courses. We have done several surveys, which include 50 students and 10 teachers to investigate high school students and middle school students about whether they are good at math or not and their score of interest towards math on a scale of 1-10. Girls have shown a distinct interest in math in middle school and the interest score of math for middle school girls is slightly higher than high school girls, which indicates that girls can not persist in interest in math. The reasons behind this question, include multiple factors, such as parents, teachers, grades, and environment. Our goal is to design a complete action that is effective for middle school girls to maintain their interest in math. The action would be developed based on the interests and hobbies of middle school girls. Our action design will be based on one of the factors that will affect the interest we find.
EducationPolitics and SocietyIncubator Track

Sustainable lifestyle for youth

Disciplines/Subjects: sociology, environmental studies, design thinkings Key Themes: teenager, sustainable lifestyle, citywalk 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. People’s exploits of natural resources and destruction of the environment are causing drastic climate change. However climate change sounds like such a big problem, and individuals can hardly relate to it (Markman, 2018). Specific and personal changes need to be made by individuals to combat climate change. Discover the power of sustainable lifestyles with me. I’m dedicated to inspiring and supporting teenagers in embracing eco-friendly choices every day. Let’s team up to build a greener, more sustainable world for everyone.
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.
Artificial IntelligenceEnglish Language&Arts

AI Unraveled: Delving Into the Debates on Artificial Intelligence

Disciplines/Subjects: Pre-Advanced English - Nonfiction Key Themes: Human Relationship with Technology, Machine Intelligence, Computational Creativity, AI Ethics, Narrative (Media Representation) of AI This project invites students to become thought leaders by exploring the complexities of AI and its connections to intelligence, creativity, and ethics. Tackling controversial topics, they aim to spark curiosity, challenge misconceptions, and inspire critical thinking about AI's impact on the future. Students begin by selecting a contested issue in artificial intelligence to investigate. They gather perspectives through surveys, informal conversations, and real-world examples, using their findings to shape a thesis and driving question. To support their position, students are required to use case examples to illustrate and support their argument. The project culminates in an 800–1200-word essay, complemented by a creative cover page, showcasing their insights and discoveries. Students are also expected to share their views in an engaging presentation that raises awareness about the AI issue and encourages personal reflection on their learning journey. To extend their advocacy, they design a compelling postcard to communicate their message and spark dialogue beyond the classroom. Through this work, students develop expertise, promote informed perspectives, and inspire meaningful conversations about one of the most critical topics of our time.
Politics and SocietyPublic Health and WellnessSocial Science

The Power of Pandemics

Disciplines/Subjects: History, Political Sciences Key Themes: Pandemics, History, Virus, Bacteria Speaking of the aftermath of COVID-19, Melinda Gates believed that “this pandemic [had] magnified every existing inequality in our society — like systemic racism, gender inequality, and poverty.” Gates had made a critical point that diseases and societal tensions are rarely separated. Indeed, there is a reason that we call perpetual social issues, social ills. Where is this global pandemic leading us? What effect - social, political, and cultural - will it create? How do we, as a collective, prevent the next pandemic? We are still amid the torrent to produce a clear vision of the future, so let's pause, and look back in history. For this project, you are expected to create two history magazines (May edition, 2024) catering to students in Grades 5 and Grades 7-8, respectively. Your goal is to introduce and delineate the causes and effects of five pandemics — plague, smallpox, Malaria, Influenza, and HIV/AIDS — to your audience. Keep in mind that you need to demonstrate: the biological and social causes of pandemics the social, political, and cultural effects of pandemics more crucially, the awareness of your audience's ability to read and understand your message Individually, you will also submit a 1200-word essay discussing the causes and effects of your chosen pandemic.