Research a real community problem and test a social-enterprise solution with real people.

A social-enterprise solution to a real community problem, tested as a small pilot with real people.
An Impact Pitch: teams present the pilot of their social-enterprise solution and the evidence it made a difference.
Three 50-minute lessons a week. Checkpoints at weeks 2, 4, 6 and 8 keep every team on track; the teacher guide gives each lesson a starter, a main activity and a plenary.
Lesson-by-lesson sequence illustrative, from the programme arc, until the teacher guide is supplied.
Every lesson in the teacher guide follows the same shape: what students should be able to do by the end, a starter, a main activity, a plenary, and the resources to run it. This one is open to everyone.
Each part has its own criteria and rubric in the teacher guide. Judge students at each checkpoint and at the showcase on the tracker, so the evidence is complete when the project ends.
Students use educator-approved AI tools only. No identifiable personal data about participants is entered into AI tools; consent is obtained for research and publication; AI assistance is recorded alongside students’ own decisions. The teacher guide sets out the tool-approval and data rules for this project.
A 7-day free trial opens one full project for the year group you teach, on screen, and lets you browse the rest, including Make an Impact. A Teacher licence unlocks the downloads: $179 a year for all four year groups, or $17.99 a month for the year group you teach. Next term’s project opens four weeks early so you can plan.
A school email address is required to register.

Use AI tools responsibly to design and build an AI-powered solution — with critical thinking about accuracy, bias and ethics.

Where this leads in Year 9. Build an authentic personal brand and content portfolio in the creator economy, and grow a real audience.

The Design Futures project taught in the same term. Reimagine a corner of a school, library, clubhouse or community centre as an inclusive place to meet or relax. Consider movement, comfort, materials and how the space will be shared.