Invent a wearable device and build an investable venture around it, pitched to an investor panel.

A wearable device concept with a device-plus-subscription business model, validated with users and pitched to investors.
An Investor Showcase: the wearable venture is pitched to an investor panel with a costed fundraise and valuation.
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 On the Pulse. 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.

Plan, create and run a real social-media campaign for a healthy cause, then measure its reach.

The Year 9 project this one builds on. Design a sustainable, ethical business concept using triple-bottom-line thinking (planet, people, profit).

Where this leads in Year 11. Use data and analytics to identify, design and test a solution to a real problem.

The Design Futures project taught in the same term. Design an AI assistant experience for a low-risk task: finding local events, understanding club activities or navigating a shop. Design for uncertainty, user control and recovery from mistakes.