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.
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.
OthersScience

Finding the Right Location with GIS

Discipline/ Subject:GIS, Design Key Themes: GIS Campus Map, Sign Design This was initially a "boarding project" course, where the teacher designed the research questions, project outcomes, and all the acceptance criteria in advance. However, the teacher, Mora, found this approach uninteresting. So, after analyzing examples of how GIS can impact everyday life, she would always ask the learners, "Do you have any issues you want to vent about, or projects you'd like to tackle, or problems you think can be solved using geographical thinking? Let's work on them together. If not, you can work on the project I've prepared. Your choice." In the fall semester of the 2024-2025 school year, a group of 9th-grade freshmen who wanted to create their projects found an area of interest: modifying the school's map and wayfinding system (landmarks and signage). As freshmen, they often found themselves lost on campus, unable to navigate properly. After some complaints in class, they decided to tackle the school's map and wayfinding system. Mora suggested they consult other members of the community to determine if this was indeed a real issue. They interviewed students, teachers, school administrators, and parents, and distributed surveys to all students, teachers, and parents. "Have you ever had difficulty finding a classroom on campus?" In the 175 valid surveys, 90% answered "Yes." "What do you think is the biggest problem with the school's map, landmarks, and signage system?" Missing or incorrect information on the map; the inner circle signage system provides no information. Based on the survey and interview results, they corrected errors in the school's map, added a more user-friendly "current location" feature, and focused on improving the inner circle wayfinding system. They thought this would solve the problem, but as the project progressed, an obstacle appeared: the school's classroom numbering was chaotic and irregular. To quickly locate classrooms, the room numbers needed to be rearranged. Without this, adding more maps and signage would still result in people getting lost. Reordering the room numbers for the entire school was far beyond their capability.