STEAM and ICT Projects
PuppyPi Quadruped Robot with AI Vision
Objective of the Project:
To showcase the advanced robotics capabilities of the PuppyPi Quadruped Robot, integrating AI vision, real-time posture detection, and self-balancing mechanisms. This project aims to demonstrate how AI and robotics can be applied to create intelligent, responsive machines, exploring the use of Raspberry Pi and the Robot Operating System (ROS) in robotics.
Project Introduction:
The PuppyPi Quadruped Robot is a cutting-edge AI vision-powered robot that runs on a Raspberry Pi platform and is built using the Robot Operating System (ROS). Equipped with 8 high-performance stainless steel coreless servos, PuppyPi achieves rapid and precise movements, making it ideal for tasks requiring dexterity and stability. Its torque power of 8KG.cm allows it to handle challenging terrain, while its IMU sensor ensures real-time posture detection and self-balancing, enabling smooth, autonomous movements. Through this project, we explore the fusion of AI, vision systems, and robotics, offering an exciting look into the future of intelligent robots.
Emotibot: Emotion-Sensing Robot
Objective of the Project
- To design a robot that can detect and respond to human emotions through facial expressions or voice cues.
- To demonstrate how AI, sensors, and robotics can interact with humans in a meaningful way.
- To explore the applications of emotion recognition in education, healthcare, and entertainment.
- To develop programming and electronics skills through a fun and interactive robotics project.
- To encourage students to integrate creativity and technology to create empathetic machines.
Project Introduction
The Makeovers Emotibot is a robot designed to sense human emotions and respond appropriately. Using sensors, cameras, or voice input, the Emotibot can detect whether a person is happy, sad, or surprised and react with expressions, gestures, or messages.
The robot can be programmed using block-based coding platforms or microcontroller software to display different actions for different emotions. For example, it may smile, nod, or play a cheerful animation when it detects happiness, or give supportive gestures when it senses sadness.
This project introduces students to the fields of social robotics and AI, showing how machines can be designed to understand and respond to human emotions. It provides a hands-on experience in combining electronics, sensors, programming, and creativity to make technology more interactive and human-centric.
Smart Breaking System for Safety
Objective of the Project:
- To design a braking system that automatically reduces vehicle speed when obstacles or dangers are detected.
- To demonstrate how sensors and automation can improve road safety.
- To prevent accidents by minimizing human reaction delay in emergency situations.
- To apply principles of electronics, mechanics, and coding in a real-world safety system.
- To raise awareness of how technology like ABS (Anti-lock Braking System) and autonomous braking is used in modern vehicles.
Project Introduction
The Smart Braking System project is a model that showcases how technology can make transportation safer. In this system, ultrasonic sensors (or IR sensors) are used to detect obstacles in the path of a moving vehicle. When the obstacle is within a certain distance, the system automatically triggers the brake mechanism to slow d
own or stop the vehicle, without requiring driver input.
This project simulates the collision-avoidance technology found in modern cars, where sensors and automation work together to prevent accidents. By integrating microcontrollers, sensors, and motor control, the project helps students understand how electronics and programming can be applied to real-life problems.
The Smart Braking System demonstrates how STEM education connects with everyday safety, showing that innovations in automation and AI are not just futuristic ideas but practical solutions that save lives today.
Code Chase-Chapter 0.5:
Main Objective: Escape the island.
Specific Objectives:
- Decode the glitch dome blocking the bunker’s escape room.
- Retrieve the key to unlock the second layer of the cave’s exit.
- Defeat the bunker boss to gain the code for the first layer of the exit.
- Team up with friends and protect against corrupted AI trying to eliminate players from the island
Project Description:
A sequel to last year's Code Chase Chapter 1, Project C5 is a real-time multiplayer game developed in Roblox Studio using the Lua programming language. Players must work together to solve puzzles, overcome obstacles, and navigate challenges as they try to escape from a mysterious island. Along the way, they must decode hidden messages, battle bosses, and defend themselves against corrupted AI while working through layers of complex escape rooms.
Boat Regatta
Objective of the Project:
- To design and build functional boats using lightweight and sustainable materials.
- To explore principles of buoyancy, stability, and water displacement.
- To encourage problem-solving, creativity, and engineering skills through hands-on construction.
- To test the performance of different designs in water, learning how shape, material, and weight affect floating and speed.
- To promote teamwork, experimentation, and iterative improvement in a fun, competitive setting.
Project Introduction
The Boat Regatta project is an educational activity where students design, construct, and test small-scale boats in a controlled water environment. Using materials like cardboard, plastic, and lightweight wood, students build boats capable of floating, carrying loads, or moving across a water pool.
The project demonstrates basic physics and engineering concepts such as buoyancy, stability, and hydrodynamics. Students experiment with different shapes, hull designs, and materials to understand how these factors influence performance.
After building the boats, students participate in a regatta or water race, testing their designs for speed, stability, and load-carrying capacity. This hands-on project not only enhances STEM learning but also promotes creativity, collaboration, and critical thinking, making science and engineering engaging and interactive.
Smart Farm Kit: Future of Sustainable Farming
Objective of the Project
- To introduce students to the concept of smart agriculture using sensors, automation, and IoT.
- To demonstrate how technology can monitor and control farming conditions (soil moisture, temperature, humidity, light).
- To encourage problem-solving for real-world challenges such as water conservation, efficient crop growth, and sustainable food production.
- To give hands-on experience in integrating hardware (sensors, microcontrollers, actuators) with software (programming, data analysis).
- To promote awareness of how AI and IoT technologies are shaping the future of agriculture.
Project Introduction
The Smart Farm Kit is an educational project designed to simulate a modern automated farm. It integrates various electronic components such as soil moisture sensors, temperature and humidity sensors, water pumps, and light controls to monitor and manage plant growth.
Using a microcontroller (like Arduino, Raspberry Pi, or ESP32), the system collects real-time data from the environment and automatically adjusts farming conditions. For example, when soil moisture drops below a certain level, the water pump activates to irrigate the plants. Similarly, temperature and light levels can be regulated to maintain an ideal growing environment.
This project gives students a practical understanding of how technology and agriculture merge to form smart farming systems, which are crucial in addressing global challenges like food security, climate change, and sustainable resource use. By working on this project, students experience the power of STEM and innovation in solving real-world problems.
AAC Tracker: Anonymous Academic Performance Tracker
Project Context Description
In many schools, including ours, students hesitate to seek academic help from teachers and peers due to embarrassment, large class sizes, or fear of judgment from classmates and friends. Studies indicate that self-consciousness and stigma significantly reduce students’ willingness to ask questions, leading to unaddressed learning gaps (Ryan & Pintrich, 2021). Internal surveys in local schools show that nearly half of students avoid speaking up when they need help, even when additional support is available (School Survey, 2024).
This challenge is further intensified in classrooms with limited counseling resources and high student–teacher ratios. To address this issue, AnonLearn proposes a secure and user-friendly platform where students can track their academic progress, receive anonymous feedback from teachers, and be notified about remedial classes and learning resources. By ensuring privacy, the platform empowers shy or marginalized students to engage more actively in their own learning journey.
Objectives
1.Prototype Development: By Month 6, design and launch a fully functional prototype that allows students to securely view their performance dashboard and submit anonymous queries.
2.Improved Participation: Increase attendance in remedial activities by at least 30% within three months of pilot implementation, measured through attendance records and system analytics.
3.Data Security: Guarantee full student privacy by applying anonymization and AES-256 encryption, with zero privacy breaches recorded during the pilot period.
Project Design
● Users & Use Cases
- Students: View academic dashboards, submit anonymous questions, receive notifications.
- Teachers: Upload student performance data, send anonymized advice, track overall class trends. Administrators: Manage accounts, schedules, and data access.
- Architecture
- Frontend: React.js for responsive design.
- Backend: Node.js/Express for data processing.
- Database: PostgreSQL with anonymized student identifiers.
- Security: JWT authentication and AES-256 encryption for sensitive data.
- Hosting: Cloud-based VPS for scalability.
- Data Flow
Teachers upload student scores → database stores hashed IDs → analytics engine generates dashboards → students access reports without identifiers → anonymous Q&A and feedback system connects students and teachers.
● User Experience (UX)
Mobile-first design with clear navigation. Wireframes include home page, dashboard with subject performance graphs,
anonymous Q&A interface, and notification panel.
● Methodology
Agile development with 2-week sprints. Iterative pilot testing will involve 20 students and 5 teachers, followed by feedback-based revisions. A system flowchart and sequence diagram will be attached as an appendix.
Mitu Robot
Objective of the Project: The main objective of the MiTu Robot project is to help students explore the concepts of robotics, programming, and engineering design through a hands-on, interactive platform. The project aims to:
- Develop logical thinking, problem-solving, and creativity.
- Understand the basics of robot construction, movement, and control.
- Introduce coding concepts by programming the robot’s actions and responses.
- Encourage teamwork and collaborative problem-solving while building and programming.
- Demonstrate real-world applications of robotics in automation, AI, and everyday technology.
Project Introduction
The MiTu Robot is a smart, programmable robot developed by Xiaomi that combines STEM education and fun learning. Built from modular building blocks, it allows students to construct, customize, and control the robot in multiple forms—such as a humanoid, vehicle, or even creative designs.
Equipped with high-precision sensors, motor control, and Bluetooth connectivity, the MiTu Robot can be programmed through an intuitive mobile app using graphical coding (drag-and-drop blocks) or advanced programming modes. This makes it suitable for learners at different levels, from beginners experimenting with simple commands to advanced students exploring automation and AI-inspired movements.
uHand UNO Robot Hand
Objective of the Project:
To introduce the uHand UNO, an open-source robotic hand designed for beginners, showcasing its adaptability and programmability. This project aims to demonstrate how users can explore robotics and automation using Arduino-compatible hardware, focusing on flexibility, control, and the potential for further sensor-based development.
Project Introduction:
The uHand UNO is a versatile and open-source robotic hand, specifically designed for beginners interested in robotics and electronics. Powered by an Atmega328 and compatible with Arduino, uHand UNO features a 6-channel knob controller for precise movement, Bluetooth connectivity, and 6 anti-blocking servos for smooth operation. It also includes several reserved interfaces for sensor expansions, allowing users to customize and upgrade the hand for more advanced projects. This project highlights how uHand UNO serves as an ideal platform for learning, experimentation, and secondary development in robotics and automation.
TonyPi AI Vision Humanoid Robot
Objective of the Project:
To present the TonyPi Pro humanoid robot, highlighting its integration of AI vision and real-time motion detection. This project aims to demonstrate the application of robotics in humanoid motion control, machine vision, and deep learning, showcasing how TonyPi Pro can be used as an educational platform for AI and robotics research.
Project Introduction:
TonyPi Pro is a state-of-the-art humanoid robot powered by Raspberry Pi 4B/5, designed to push the boundaries of AI and robotics. Equipped with intelligent serial bus servos for fluid and precise movement, an HD camera for AI vision processing, and an IMU sensor for real-time pose detection, TonyPi Pro is built to replicate human-like motions. With its capabilities in machine vision, OpenCV, and deep learning, it serves as an ideal platform for exploring humanoid robotics, autonomous navigation, and advanced AI applications. This project showcases TonyPi Pro’s potential in transforming the field of robotics through its dynamic and intelligent design.
TurboPi AI Vision Robot Car
Objective of the Project:
To demonstrate the versatility of the TurboPi smart vision robot car, focusing on its AI-powered capabilities and advanced motion control using a Mecanum-wheel chassis. This project aims to showcase how robotics can be used in AI applications such as autonomous navigation, object detection, and machine learning, leveraging the power of Raspberry Pi and Python programming.
Project Introduction:
TurboPi is an innovative smart vision robot car that combines the power of Raspberry Pi with advanced robotics technology. Built on a Mecanum-wheel chassis for omnidirectional movement, TurboPi features high-performance pan-tilt servos and an HD camera, allowing for precise control and real-time vision processing. Additionally, its 4-channel line follower enhances its ability to navigate complex environments autonomously. Programmable in Python, TurboPi opens up a wide range of AI applications, including object detection, machine learning, and intelligent decision-making. This project provides a glimpse into the future of AI-driven robotics through the capabilities of TurboPi.
Tankbot Smart Carrying Track Robot
Objective of the Project:
To demonstrate the Tankbot’s advanced capabilities as an intelligent carrying robot, showcasing its versatility in handling tasks through various control methods and sensors, while exploring its potential for creative applications and games.
Project Introduction:
Tankbot is a sophisticated robotic system powered by STM32, featuring a 6 DOF robotic arm and intelligent serial bus servos. It supports control through an app, handle, and somatosensory glove, enabling precise picking and transferring tasks. Equipped with multiple built-in sensors, including ultrasonic, sound, 4-channel line follower, and acceleration sensors, Tankbot is designed for both functional tasks and innovative, interactive games, making it a versatile tool for robotics enthusiasts and educators.
Exploring Innovation with Micro:bit
Objective of the Project:
- To introduce students to coding and electronics using a simple microcontroller.
- To develop problem-solving, creativity, and logical thinking through hands-on projects.
- To learn how sensors, motors, and LEDs can be programmed to interact with the environment.
- To explore practical applications of technology in daily life, robotics, and STEM education.
- To inspire students to create innovative projects using simple electronics and programming.
Project Introduction
The Micro:bit is a small, programmable microcontroller designed for STEM education. It has built-in features such as LEDs, buttons, motion sensors, compass, and Bluetooth, which allow students to create interactive projects like games, robots, and automation systems.
Creative Designs with 3D Pen
Objective of the Project:
A 3D Pen is a handheld device that extrudes heated plastic filament, which cools and solidifies instantly to form three-dimensional objects. Unlike traditional drawing tools, a 3D pen allows users to draw in the air or on surfaces, creating sculptures, models, and prototypes.
In this project, students use the 3D pen to design and build creative objects, such as models, decorative items, or small functional prototypes. They learn about shapes, dimensions, and structural stability, while practicing precision and control.
The 3D Pen Project combines art, engineering, and technology, offering students a hands-on experience in turning ideas into physical creations. It also introduces them to modern techniques used in product design, prototyping, and STEM-related innovations.
SniffIT
SniffIT supports Sustainable Development Goals 11(11.Sustainable Cities and Communities) and 12(Responsible Consumption and Production) by promoting sustainable cities, reducing waste, and fostering community responsibility, making life easier for users.
Project Context Description
The target group for SniffIT includes students, teachers, and staff at the school, as well as members of the nearby community. The app is designed for anyone who often loses items such as books, stationery, electronic devices, or sports equipment. Losing belongings is a common issue, and having an organized, easy way to report and locate lost items can save time and reduce frustration.
SniffIT is a lost-and-found app that allows users to register items with photos and descriptions, search by category, and receive notifications when a match is found. The app focuses only on lost-and-found management and does not include unrelated features such as social networking or online shopping. Keeping it focused makes the app simple to use and effective in solving the problem of lost items.
This project is important for the school and community because lost items are often replaced unnecessarily, creating waste. SniffIT encourages recovering items and responsible habits while supporting the Sustainable Development Goals , which focus on sustainable communities and responsible consumption . By helping people return lost items, the app promotes community trust, reduces waste, and encourages more organized and responsible practices.
Objectives of the Project
The objectives of SniffIT are focused on solving the issue of lost and found items in the school while encouraging responsibility and efficiency among students and staff. These objectives follow the Smart Breaking System for Safety
criteria, ensuring they are clear, measurable, and achievable within a set time frame:
- Provide a digital platform for reporting and locating lost items across the school community by the end of the first semester. Students can check the app if they lost something.
- Decrease the number of unclaimed items through organized tracking and notification features.
- Promote responsible behavior among students and staff by encouraging prompt reporting and returning of
- lost belongings throughout the academic year.
Exploring mBot & Makeblock Innovations
Objective of the Project:
To showcase the mBot, & Makeblcok robot's potential as a powerful learning tool for STEM education, focusing on its intelligent design and programming capabilities. This project aims to demonstrate how mBot and Makeblock can be used to teach students about robotics, coding, and AI, fostering critical thinking and hands-on problem-solving skills.
Project Introduction:
The mBot2 is an advanced educational robot designed to introduce learners to the exciting world of robotics, coding, and AI. Built on CyberPi, mBot2 features an array of sensors, including ultrasonic sensors and an advanced line follower, enabling it to perform complex tasks such as obstacle avoidance and autonomous navigation. Programmable in both block-based and Python coding environments, mBot2 is highly versatile and accessible for learners at different levels. This project explores the various educational applications of mBot2, demonstrating how it empowers students to learn robotics and coding in an engaging and interactive way.
Smart Plant Care with Micro:bit
Objective of the Project:
- To design a simple, automated system that waters plants when the soil is dry.
- To introduce students to coding, sensors, and automation using the BBC Micro:bit.
- To show how technology can be applied in everyday life for convenience and sustainability.
- To help students understand the importance of soil moisture monitoring in plant health.
- To encourage problem-solving and innovation by connecting STEM learning with real-world applications.
Project Introduction
The Auto Plant Watering Kit with Micro:bit is a smart farming mini-project that demonstrates how automation can make plant care easier and more efficient. The system uses a soil moisture sensor connected to the Micro:bit to measure the water level in the soil. When the soil becomes too dry, the Micro:bit sends a signal to activate a water pump or motor, which supplies water to the plant automatically.
Students program the Micro:bit using block-based coding (MakeCode) or Python, making it easy to customize the watering threshold and timing. An LED display on the Micro:bit can also show soil status (e.g., happy face when watered, sad face when dry), making the system interactive and fun.
This project gives students hands-on experience with IoT concepts, coding, and sensor-based automation, while also teaching them how technology can contribute to sustainable farming and everyday plant care. It bridges the gap between classroom learning and real-life problem-solving, preparing students for future innovation in smart agriculture.
Smart Parking System
Objective of the Project:
- Detect whether a parking bay is occupied or free in real time.
- Communicate bay status to a central controller (and optionally to a display/app).
- Visualize availability for users (LED indicators, LCD display, or app).
- Introduce students to sensors, microcontrollers, and simple networking.
- Demonstrate an everyday IoT solution that improves city life and reduces congestion.
Project Description (short)
A Smart Parking System helps drivers find free parking spaces quickly. Sensors in each parking bay detect whether a car is present and send that status to a central controller. The system then shows available spaces on a display or mobile app, and can light up indicators (green/red) above each bay. This reduces time spent searching for parking, lowers traffic and emissions, and makes parking more efficient.
This project shows lights that tell drivers which parking spots are free (green) or taken (red). Small sensors check each spot. A little computer collects that information and changes the lights or shows a number of free spots on a screen.”
Auto Plant Watering Kit: Smart Gardening with Micro:bit
Objective of the Project:
- To design a system that automatically waters plants when the soil is dry.
- To introduce students to sensors, microcontrollers, and basic automation.
- To develop problem-solving, coding, and engineering skills.
- To demonstrate practical applications of IoT and smart technology in everyday life.
- To promote awareness of water conservation and sustainable plant care.
Project Introduction
The Auto Plant Watering Kit is a smart gardening project that helps maintain plant health by automatically supplying water when needed. Using a soil moisture sensor, the system detects when the soil is dry. The Micro:bit microcontroller processes this information and activates a water pump or motor, which waters the plant without human intervention.
Students can program the Micro:bit using block-based coding (MakeCode) or Python, setting thresholds for soil moisture and controlling water flow. Some kits also include LED indicators to show soil status or watering action.
This project combines electronics, coding, and sustainability concepts, providing a hands-on experience in smart agriculture and automation, while teaching students how technology can simplify daily tasks.
Scratch Coding Adventures
Objective of the Project:
To introduce students to the fundamentals of coding and computational thinking using Scratch, helping them create interactive stories, games, and animations.
Project Description:
In this project, primary students use Scratch, a block-based visual programming platform, to design and program their own interactive projects. They learn how to sequence instructions, use loops and conditions, and create animations or simple games. Through hands-on coding, students develop problem-solving skills, creativity, and logical thinking in a fun and engaging way.
Creative Robotics
Objective of the Project:
To introduce students to the fundamentals of robotics by building simple robots that can move, sense, or perform basic tasks, fostering creativity, problem-solving, and an early understanding of technology.
Project Description:
In this project, primary students create simple robots using basic components such as motors, sensors, wheels, and microcontrollers. The robots are designed to perform simple actions like moving forward, turning, or responding to obstacles. Through hands-on experimentation, students learn the basics of robotics, programming, and teamwork while having fun exploring how machines can interact with the environment.
Dig Doze 9000 (bulldozer) & AI 3D Model
Objective of the Project:
The project aims to combine robotics and digital design by introducing students to both mechanical building and 3D modeling. Students learn how bulldozers work, explore engineering concepts, and design their own models using AI-assisted 3D tools. This develops their creativity, problem-solving, and hands-on technical skills, while also showing how modern construction and design technologies are used in real life.
Project Introduction
The Dig Doze 9000 (Bulldozer) & AI 3D Model project showcases students’ creativity in robotics and digital design. Young engineers built a functional bulldozer model that demonstrates movement and control, while also creating 3D digital models on laptops using AI tools, which were later 3D-printed. This project highlights the connection between physical robotics and virtual design, inspiring students to think like real engineers who design, test, and build machines for the future.
Logicscool: Create-Code-Enjoy
Objective:
- The project aims to introduce children and teens to the world of coding, robotics, and digital creativity through fun, hands-on activities. By using Logiscool’s interactive platform, students develop problem-solving, logical thinking, and creative skills while building their own games, animations, and digital solutions.
- It provides an engaging and playful environment where students learn programming, robotics, game design, and digital skills. Through project-based learning, Logiscool encourages creativity, logical thinking, and problem-solving, helping young learners become not only consumers of technology but also confident creators of the digital world.
Windmill power & Hydraulic
elevator
Objective of the Project:
- To demonstrate how wind power can be used to create movement and generate energy
Project Introduction:
- The Windmill Landscape project combines engineering and creativity. The windmill shows how wind energy can be turned into mechanical motion through gears and pulleys, while the surrounding landscape represents how wind power fits naturally into our environment.
- To demonstrate how liquid pressure can be used to lift and lower objects safely and smoothly.
Windmill power project helps us understand the importance of renewable energy and how we can use the power of the wind to create a cleaner and greener world.
The Hydraulic Elevator project shows how hydraulic systems use liquid pressure to create movement. When pressure is applied to the liquid inside the syringes, it travels through the tubes and pushes the elevator upward. Releasing the pressure allows it to come back down.
This project helps us understand how hydraulics are used in real-life machines like elevators, car lifts, and construction equipment, showing the power of fluid mechanics in action.
Rubber Band Powered Car, Pullery Power, Marble Roller Coaster
Objective of the Project:
- To understand how stored potential energy can be converted into motion.
- To explore how energy and force make objects move.
- To apply basic science concepts in a fun, hands-on project.
- To understand how pulleys make lifting objects easier.
- To explore how force and direction can be changed using simple machines.
- To apply science concepts in a creative, hands-on project
Project introduction: The Rubber Band Powered Car project demonstrates how stored potential energy can be turned into motion. When the rubber band is twisted, it stores energy. As it unwinds, that energy is released, pushing the car forward.
Through this project, students explore how energy and force work together to make objects move. It’s a fun, hands-on way to apply basic science concepts about motion, energy, and simple mechanics.
The Pulley Power Well Model demonstrates how a pulley system helps lift a bucket from a well with less effort. By using wheels and ropes, the pulley changes the direction of force, making it easier to lift heavy loads.
Through this model, students explore how simple machines like pulleys make work easier and how these systems are used in real-life tools such as cranes, wells, and elevators.
The Marble Roller Coaster project shows how gravity and energy work together to make the marble move. When the marble is placed at the top of the track, it has potential energy. As it rolls down, that energy changes into kinetic energy, making it speed through loops and turns.
Through this exciting model, students learn how force, motion, and energy are connected — just like in real roller coasters!
Smart Rain Detector
Objective of the Project:
- To design a simple and effective system that can detect rainfall automatically.
- To understand how sensors and microcontrollers can be used in environmental monitoring.
- To create an alert mechanism that notifies users during rainfall.
- To explore real-life applications such as automatic roof covers, car wipers, and irrigation control.
- To promote awareness about how technology can help in weather-based automation and water conservation.
Project Description:
The Smart Rain Detector is a simple electronic project designed to detect the presence of rain and alert users through sound or light signals. The system uses a rain sensor module (or water detection sensor) that identifies raindrops on its surface. When it starts raining, the sensor sends a signal to a microcontroller (like Arduino or micro:bit), which then activates a buzzer or LED light to give a warning.
This project helps demonstrate how smart systems can automatically sense environmental changes and respond to them — similar to how modern technologies are used in automatic wipers, greenhouse systems, and smart home automation.
Brainworks-Total School is hosting its 21st Annual Science, STEAM, ICT, and Math Fair, an engaging and educational event that showcases the enthusiasm and creativity of students in these diverse fields. This exciting platform brings together projects that highlight innovation across Science, Technology, Engineering, Arts, and Mathematics, as well as cutting-edge developments in AI and robotics.
The Science, STEAM, ICT, and Math Fair 2024 celebrates the wonders of scientific discovery, technological advancement, and creativity.
This year, a special focus will be placed on AI projects, showcasing the transformative role of artificial intelligence in fields such as robotics, machine learning, and data science. Students will demonstrate AI-driven innovations, from autonomous robots to AI-powered vision systems, offering a glimpse into the future of technology.
Through these projects, students will not only hone their scientific and critical thinking skills but also explore how AI can help solve 21st-century sustainability challenges. The fair fosters global collaboration and encourages students to take on the responsibilities of shaping a future driven by technology and innovation.