FOUNDATION PROJECTS

Choose a project.

Twelve missions connect leadership, research, enterprise and technology. Each gives you a practical challenge and a piece of work you can explain.

Prefer a smaller start? Choose a short lesson. You can begin with a relevant project without completing the whole sequence.

A PLACE TO BEGIN

Choose a question
worth working on.

You can try a short activity now, or follow it through into a practical project.

What interests you?
How would you like to start?
YOUR STARTING POINT

Make a decision people can understand

Compare three club priorities, work within a budget and explain whose need remains unmet.

What you'll keep
A decision log with your original choice, a changed constraint and a revised explanation.
Where it becomes useful
Use the same method to plan a family activity or a school-club purchase.
Try this activity

No account needed to explore. Your plan downloads to your device.

Follow a project across the programme.

Choose a club service, a water-data investigation or a useful digital tool. Carry it from a problem brief through research, costs, tests and a final explanation.

See what good evidence looks like
THE COMPLETE SEQUENCE

Foundation missions

Technology pathways
MISSION 01
Leadership

Find your north

Turn a good intention into a commitment you can keep.

WHAT YOU PRODUCE

Your charter, baseline note and seven-day experiment

Explore the mission
MISSION 02
Leadership

Lead the council

Make a hard decision. Bring your team with you.

WHAT YOU PRODUCE

Decision log, allocation table and individual leadership reflection

Explore the mission
MISSION 03
Research

Question the claim

Find the difference between a convincing claim and good evidence.

WHAT YOU PRODUCE

Source audit, test plan and a short evidence judgement

Explore the mission
MISSION 04
Research

See the whole system

Understand the people and connections around a problem.

WHAT YOU PRODUCE

Problem brief, stakeholder map and success criteria

Explore the mission
MISSION 05
Enterprise

Make something useful

Create an offer that solves a problem people recognise.

WHAT YOU PRODUCE

Prototype comparison and revised value proposition

Explore the mission
MISSION 06
Enterprise

Make the numbers work

Understand cost, value and the moment a plan breaks even.

WHAT YOU PRODUCE

Cost model, three scenarios and a decision memo

Explore the mission
MISSION 07
AI & technology

AI that earns trust

Build a useful workflow, then look for where it fails.

WHAT YOU PRODUCE

Workflow, evaluation table and error log

Explore the mission
MISSION 08
AI & technology

Automate a small thing

Turn clear rules into a dependable digital tool.

WHAT YOU PRODUCE

Tool or model, examples and test log

Explore the mission
MISSION 09
Engineering

Sense. Test. Respond.

Build a water-level alert that knows its limits.

WHAT YOU PRODUCE

Diagram, repeated tests and a maintenance note

Explore the mission
MISSION 10
Frontier science

Explore the frontier

Ask what it takes to turn emerging science into a useful solution.

WHAT YOU PRODUCE

Frontier-science feasibility brief

Explore the mission
MISSION 11
Engineering

Build a better version

Turn feedback into an improvement you can demonstrate.

WHAT YOU PRODUCE

Version history, test results and individual contribution record

Explore the mission
MISSION 12
Leadership

Show what you can do

Explain the work, defend the evidence and choose your next step.

WHAT YOU PRODUCE

Reviewed portfolio, individual defence and 30-day plan

Explore the mission

Build evidence of progress.

Each mission includes objectives, worked examples, an avatar scenario, a guided practical and an independent challenge. Keep your first attempt and explain your revision. A mentor uses five assessment dimensions when reviewing submitted work.

Public materials are free to explore. Saving work requires registration; human review depends on an agreed mentor arrangement. Ages 15–17 need verified guardian approval before creating saved learning records.