Unleash your creativity and turn bold ideas into real impact through the STEAM Competition 2027. Tackle real-world challenges and shape the future with small ideas that grow into big impacts.
Let your passion for STEAM IGNITE change and inspire a better world!
The SA STEAM Inter-School Competition 2027 is a platform for grade 1-12 students across Indonesia to enhance their problem-solving skills.
From analyzing real-world challenges to creating innovative solutions, participants will ought to apply their STEAM knowledge to create a solution that makes a different.
Focus and Field: Science & Engineering
Student Project Judging Categories
Select one of the following two tracks for your project submission:
The competition progresses through two distinct stages:
Phase 1: Preliminary Digital ScreeningFinalists may choose to compete in one of two modes:
Every project entry must consist of two mandatory components:
Component A: Digital Presentation Deck (PPT)Must follow the structured workflow for your chosen track and include high-resolution photos (300 Pixels):
Scientific Enquiry Structure:To ensure a seamless, fair, and successful competition, all participants must strictly adhere to the following rules and standards:
1. General Rules & Submission ComplianceFinalists attending the Grand Final Showcase at Sampoerna Academy Sentul must comply with the following campus protocols:
The Competition has two rounds:
Preliminary Round: deadline Feb 1, 2027Submission Deadline: 20 March 2027
Each selected team must submit:
All sources must be genuine and verifiable. Incomplete or inaccurate references may require correction. Fabricated sources or evidence may result in disqualification following review by the organisers.
Submission templates and detailed instructions will be provided to selected teams.
Each debate involves two teams, Proposition and Opposition, with three speakers per team. Total debate time is 20 minutes.
| Order | Speaker | Time | Responsibility |
|---|---|---|---|
| 1 | Proposition 1 | 4 min | Define the motion; establish the position and main arguments. |
| 2 | Opposition 1 | 4 min | Respond to the framing; establish the opposing case. |
| 3 | Proposition 2 | 3 min | Rebut significant opposition arguments and develop the case. |
| 4 | Opposition 2 | 3 min | Rebut significant proposition arguments and develop the case. |
| 5 | Proposition 3 | 3 min | Compare the cases, weigh the main clashes and close. |
| 6 | Opposition 3 | 3 min | Compare the cases, weigh the main clashes and close. |
Three judges will assess all five debates using the same 100-point rubric:
| Criterion | Points |
|---|---|
| Argument quality and reasoning | 25 |
| Use and accuracy of evidence | 20 |
| Rebuttal and direct engagement | 20 |
| Organisation and strategic development | 15 |
| Delivery and audience communication | 10 |
| Teamwork and balance | 10 |
| TOTAL | 100 |
Program Codey Rocky to autonomously navigate the S-Track Arena, detect the designated active color hazard wall via onboard sensors, and cross the finish line in the lowest elapsed time without physical collisions.
The Competition has two rounds:
Round 1 – Elimination| Operational Phase | Scenario / Trigger Event | Official Judge Ruling & Action | Master Clock Status |
|---|---|---|---|
| Pre-Run Dice Roll | Team Captain rolls the physical 6-sided color dice at the judging desk prior to staging. |
|
STOPPED |
| Mission Staging | Robot is placed inside the start box. |
|
STOPPED |
| Autonomous Launch | The referee counts down "3,2,1 Go!" The student taps button on codey rocky. |
|
STARTS The clock counts up in milliseconds. |
| Hazard Detection & Wall Avoidance | Codey Rocky approaches the colored apex wall at turn. |
|
RUNS Continuously |
| Wall Strike / Collision Fault | The robot physically contacts, bumps, drags or climbs the hazard wall. |
|
RUNS Continuously The clock never stops or pauses during a restart. |
| Track Stalling / Deadlock | Robot becomes trapped in a loop, drives into a corner, or remains motionless for 5 consecutive seconds. |
|
RUNS Continuously |
| Finish Gate Crossing | Front leading edge of Codey Rocky breaks the finish plane after clearing the S-track arena. |
|
FROZEN |
| Time Cap Reached — 120s | Robot does not cross the finish line before 120s elapse on the arena display. |
|
STOPPED at 120s |
All students from Grade 10–12 can participate in the Art STEAM Competition 2027.
The Competition has two rounds:
Preliminary RoundThe Competition has two rounds:
Round 1 - EliminationThe art will be scored based on this several criteria:
Theme : A Small Idea, A Big Impact
Category: Science & Engineering
Who Can Join?
Project Categories
Competition Rounds
The Competition has two rounds:
Submission Requirements
Each project must include
A. PowerPoint Presentation
Scientific Enquiry Projects:
For Engineering Design Projects:
Note: Include photos(minimum resolution: 300pixels)
B. Project Video
Selection and Judging



Participants are registered as students grade 5 to grade 12 in Indonesia.
We believe STEAM education prepares students for the future by developing essential 5C competencies: collaboration, creativity, character, communication, and critical thinking. STEAM reflects how the real world works—where different disciplines connect to solve complex challenges.
The STEAM Expo is an annual showcase of student innovation and learning, where students present projects that integrate science, technology, engineering, arts, and mathematics. It allows learners to apply their classroom knowledge to real-world problems and demonstrate their creativity and research skills.
Projects include but are not limited to: engineering prototypes, coding and robotics, science experiments, mathematical models, and interactive presentations. Each project showcases the integration of multiple STEAM disciplines and real-world problem-solving.
At Sampoerna Academy, STEAM is embedded in everyday learning. Subjects like Science, Math, ICT, and Art are taught in an integrated, collaborative environment. Students regularly engage in hands-on activities, design thinking, coding, and creative problem-solving. They also benefit from access to maker spaces, real-world tools, and supportive mentors who guide their learning journey.
Yes! We highly value community involvement. Parents, industry professionals, and community partners are invited to attend, interact, and even mentor during the STEAM Expo process. Their participation enriches student learning and exposure.
STEAM helps students become innovators, problem-solvers, and lifelong learners. It encourages them to connect concepts across disciplines, preparing them for future careers and enabling them to thrive in a fast-changing world.