Full STEAM Ahead 2025

‘It was super engaging and helped spark an interest for me to learn coding and pursue a STEM career’

Full STEAM Ahead is an annual program aimed at inspiring and encouraging students in school years 5–8 to pursue studies and future career ambitions across Science, Technology, Engineering, Arts and Mathematics (STEAM). This engaging and fun 3-week learning program is a partnership project between the Australian Business Community Network (ABCN), Powerhouse Academy and Commonwealth Bank of Australia.
In week one the students meet their Commonwealth Bank mentors who share personal experiences of STEAM career pathways. Together, they explore the power of design thinking to tackle real-world issues and the positive actions young people can take. They also experiment with new technologies such as Artificial Intelligence.

‘The program was worthwhile as I got to learn about a job that I could potentially get into’
‘The students became more outgoing and realised the potential of STEM fields in any occupation. They also started enjoying building, designing and problem solving the more they went through the program’
In week two the participants visit the museum at Castle Hill, where Powerhouse educators lead a series of coding workshops, supporting the development of computational thinking, problem-solving and physical computing skills.
In the final week the students employ their new STEAM skills, knowledge and confidence, working together to respond to a self-directed design challenge. Teams identify a real-world need, designing and building prototype solutions using a pocket-size BBC micro:bit computer and external components such as motors, arcade buttons and LEDs.
In 2025 Full STEAM Ahead reached 140 students aged 9–14 from primary and high schools across South Western Sydney, including Barramurra Public School, Seven Hills West Public School, Hoxton Park High School, John Edmondson High School, Kingsgrove North High School, Kingswood High School, Merrylands High School and Erskine Park High School.
2025 Projects
The following projects were coded and constructed in less than two hours, demonstrating the students' strong collaboration, innovation, creativity and problem-solving skills.
Barramurra Public SchoolÂ

MATHALATOR
This is the MATHALATOR, the 3-in-1 resource to becoming a calculator. Parents who want kids to succeed in the future should definitely buy this. With the MATHALATOR, you can be become a calculator.

Helpyguider
The Helpyguider is an AI-based bot that aims to assist the elderly with a range of tasks such as taking medication, going to the doctor on time and other tasks that get harder to do with age. Our project does this by providing an easy way to get impactful reminders for doing various tasks!

Guide Bot
We are trying to help those who have a limited ability to see. Our prototype is called the Guide Bot. It is a box-like figure on wheels that makes a sound whenever it contacts with an object. It can help people walk on busy streets or can support balance for people with limited vision.

MathGPT
The MathGPT helps encourage students to learn math. It is a math learning device with a remote control to give feedback. There are two parts to the MathGPT and there is also a notebook attached for working out problems.
Seven Hills West Public SchoolÂ

Boklace
Our project is called Boklace. It is something that the elderly can use to remember to take their medicine and it can track the old people if they get lost. The Boklace is made out of cardboard and includes a micro:bit and a button.

Help Bot
The Help Bot will help elderly and disabled people communicate in dangerous situations. It improves communication. The Help Bot is made out of cardboard and paper, and includes two micro:bits and two buttons.

Kitty Learn
Our Kitty Learn is valid for young lives and minds. It will be able to help young kids learn and have fun. It uses multiplication questions and fun graphics to create an amazing learning environment.

Encouragtron
How might we use this knowledge to bring peace into the world? The Encouragtron is a dual function compass which portrays encouraging messages. It promotes focus in class and learning.
Merrylands High School

Pro Helper
Have you ever looked at your work and your mind went blank? Well worry no more! The Pro Helper is here to help. It can translate, summarise and project on any flat surface. Just like a genius classroom best friend, it can analyse your work, translate stuff you don’t understand and even help explain things in a way that actually makes sense (finally!).

Wrist Reminder
How might we improve elderly people’s healthcare? The Wrist Reminder is a quick and convenient way of reminding the elderly to take their medications at a specific time. It is made with no toxic materials. This product can improve the way the elderly live with all the beneficial features of this smart wristband. This product is very scalable!

Playground Communicator
How might we improve a playground experience for kids? We decided to focus on kids who speak different languages and non-verbal kids to help them communicate with each other. The prototype is an interactive screen that shows greetings in different languages to unite children from all over the globe, since Sydney is such a multicultural city.

Carebot 1.0
How might we help busy parents? By improving the safety of children’s playgrounds using technology. The solution includes a robot that will supervise and protect your children. The carebot 1.0 is designed to have a warm and comforting vibe, and to supervise your child and send you notifications through the day. The carebot 1.0 features an emergency button and it plays games with your child, for example tag and hide and seek.
Kingsgrove North High School

Micro Watch
How might we use technology to make little kids and children with special needs have fun safely? The Micro Watch is a watch that has sensors that detect when your child is near a dangerous place. Our project makes sure the child has fun but is also being kept safe at the same time.

PILL PAL
How might we help the elderly take their pills? The PILL PAL is an alarm clock for pill taking which efficiently schedules which time you take your pills. This is in case an elderly person forgets to take their pills.

Garbage Hopper
How might we solve integrating technology into playgrounds? Our product, the Garbage Hopper, is an interactive basketball hoop where rubbish can be thrown, with a detector attached, so it will light up upon a successful shot. This product works to impact the integration of technology to playgrounds.

Piing
The Piing is a small device that helps new Year 7 students relax and reduce nervousness. This is done by using the Piing. The device has a screen that displays a pong-based game. There are two buttons that can move the paddles left and right. The game allows the students to calm down and forget their worries. The hope for this device is to ease the transition from primary school to high school.
Kingswood High SchoolÂ

RNG-X
How might we use technology (a micro:bit) to improve student learning? Introducing RNG-X! It’s a friendly looking tool that randomly generates a name based on what was put into its code. It can be used for many purposes such as in the classroom to randomly pick out a name to determine marking order or to choose a student to answer a question. Therefore it helps eliminate bias and increase student engagement.

Find My Glasses
How might we help the elderly find their things? Introducing the 'Find My Glasses' button. It is a button you stick on the fridge and a piece on the arms of your glasses. It’s a simple and affordable solution to your elderly loved ones losing their glasses.

Reflex Master
We incorporated technology into children’s play spaces by creating a game that works in any weather. Our 'Reflex Master' is a fun and interactive game that tests your reflexes. It is fun for children of all ages and makes play spaces entertaining in all weather. Our prototype uses cardboard, paper, feathers and micro:bits as well as googly eyes. This project was engineered by Charlotte and Olivia and coded by Ayan. Please pay attention to the name sticker at the top, it took 30 minutes to stick on!

Move Master
How might we build play spaces in the community using technology? The name of this project is Move Master. This piece of technology allows kids to become active while using technology. Move Master is a dancing game that allows kids to follow a choreographed dance with their friends while also getting fresh air and Vitamin D. There is also a leaderboard so there is some friendly competition. This device lets kids stay active while incorporating an interactive screen and game.
Erskine Park High School

BinBasketBall
This project is called BinBasketBall. The BinBasketBall is to make the world a better place by not littering the place. If you throw rubbish in, the counter goes up by one, and when you reach ten, you get candy. And there is a special feature for people who are blind or deaf. It can help children and adults.

Arzola
Our group name is Arzola. Our scenario is ‘How can we reduce loneliness for the elderly in our community?’ Our project is a robot and the micro:bit is programmed to have a snake try to collect dots on the screen. Our project is able to bring elderly people joy and keep them company. The adorable face creates a warm feeling for while you play the game.

Caretaker Aid
How might we help the elderly with medical emergencies, even when they’re far from their caretakers? The Caretaker Aid is a miniaturised wrist device that measures the heart rate of elderly people and a matching wrist device that alerts caretakers when they detect something has gone wrong, for example passing out, heart attacks or seizures. This gives caretakers peace of mind and allows them to provide the elderly immediate help when they need it.

T-War
We asked ourselves how might we implement technology in community spaces. And T-War was our answer. T-War is a large device that is able to show and play games, such as Tug-O-War. This product is meant to make the park more fun and more safe.
John Edmondson High School

Quiz Master
Quiz Master is a unit that provides an interactive quiz for the user. We provide a physical interface that allows personal interaction between the user and the device. This helps to solve the problem by providing a portable device that can be updated and we supply a way to keep content fresh. As well, the purpose of the device is to facilitate learning in a playful, satisfying format.

Xtreme Wheelchair
How might we help the elderly with our product? Our Xtreme Wheelchair is a small prototype of a larger remote-controlled electric wheelchair. Our solution solves the problem of elderly travel. While traditional wheelchairs are excellent to traverse, they require a lot of upper body strength to use effectively. Our product bridges this ability gap with an electrically-powered alternative. This way we hope that people with any and all abilities can move throughout the world with ease.

Helping Helper
Now you might be asking, 'How might we solve the problem of independence and security for the elderly people?' We can solve this by using our project called the Helping Helper. Our project will solve the situation by providing a button to click that will transmit a signal to the receiver, telling the carer their elderly person is in trouble. Our project looks like a big button in the middle of the design and has a light that lights up below the button. In conclusion, the Helping Helper will improve the safety of the elderly community.

Runstar
How might we improve parks and playgrounds? By providing physical activities to the youth, giving them a fun way to run. The Runstar is an articulate box with a micro:bit display. Once you hit the go button, a timer starts. Once you have reached the box again, you hit the stop button and it will read your time. It solves the problem of how children can be more physical in their day to day lives.
Hoxton Park High School

Fish
We created our project to involve active play in our community. The name of our project is Fish because it is just a fish. The fish is very colourful and sings. Our project solves the problem of involving play in our community because it has bright, captivating colours that will capture the attention of young kids.

HOPE
How might we help the elderly in our community? Our project name is HOPE which stands for ‘Helping Old People Evolve’. It is a friendly-looking robot called Axolotyl which assists people in shopping. It translates various languages that the older women/men need translating. The robot can answer ‘yes’ or ‘no’ or can ask shop-related questions. This can help with everyday life by creating safe and easy surroundings that make elderly people feel a sense of belonging.

Reaction Tron
How might we entertain children in a fun, simple and efficient way so that parents can have a break? The Reaction Tron is a bunny-themed reaction machine/toy that tests the reactions of children in an entertaining way with cute features and dazzling lights to draw children’s attention and give the parents a break. Our project solves the problem by giving the children an entertaining and fun way to test out their own reaction timings so that the parents can take a break.

Mr Bean
We named our project Mr Bean. We were challenged to create a robot that helps children to have fun as well as learn. We created Mr Bean to help kids get in the habit of doing their work, like homework and chores, by using the reward system. For example they do their chores and then Mr Bean will let them play with him.