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!

What is

Sampoerna Academy

Inter-School

Competition 2027?

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.

IGNITE Innovation: STEAM Competition 2027 Guidelines

Focus and Field: Science & Engineering

Who Can Join?
  • Eligible Grades: Open to all students in Grades 4 through 12 from any School.
  • Team Structure: Compete individually or in teams of up to 4 members.
Categories

Student Project Judging Categories

  • SD / Primary School: Grades 4–6
  • SMP / Middle School: Grades 7–9
  • SMA / High School: Grades 10–12
Competitions Tracks and Disciplines

Select one of the following two tracks for your project submission:

  • Track A: Scientific Enquiry & Discovery
    Investigate and explore the physical or natural world through systematic inquiry, experimentation, and data-driven analysis.
  • Track B: Engineering Design & Innovation
    Apply scientific concepts and technical skills to design, build, test, and optimize creative solutions to real-world challenges.
Competition Structure & Key Phases

The competition progresses through two distinct stages:

Phase 1: Preliminary Digital Screening
  • Format: Digital submission (PowerPoint Presentation + Showcase Video).
  • Selection: Expert judges will evaluate all entries to select the Top 10 projects per category to advance to the finals.
Phase 2: Grand Final Showcase (Hybrid Format)

Finalists may choose to compete in one of two modes:

  • Online Division: Virtual presentation via Zoom.
  • Offline Division: On-campus presentation at Sampoerna Academy Sentul.
  • Scoring: Online and offline scores will be combined into a single leaderboard to determine the Top 3 Overall Winners in each category.
Submission Guidelines and Deliverables

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:
  • Project Title
  • Question & Hypothesis
  • Prediction
  • Investigation Planning
  • Data Recording, Analysis & Interpretation
  • Real-World Connections & Reflections
  • Communication & Conclusions
Engineering Design Structure:
  • Project Title
  • Problem Identification
  • Exploration & Research
  • Solution Design
  • Prototype Creation
  • Testing & Data Collection
  • Modifications & Re-Testing
  • Communication & Practical Impact
Component B: Video Showcase
  • Duration: Maximum 3 minutes.
  • Languages Accepted: English or Bahasa Indonesia.
  • Content Alignment: Must directly mirror the details in your presentation deck.
  • Recommended Editing Tools: Canva, CapCut, iMovie, Adobe Premiere, etc.
  • Publishing Platform: Upload to YouTube or Instagram (Account must be set to Public).
  • Tagging & Hashtags: Tag @SampoernaAcademy and use #SASTEAM2027
Evaluation Framework & Awards
  • Preliminary Selection: Top digital submissions in each track earn a spot in the Grand Final.
  • Finalist Judging: Finalists will present live (in-person or virtually) before a panel of expert judges evaluating creativity, scientific/engineering rigor, problem-solving, and communication.
  • Awards: The top 3 highest-scoring projects per category will receive official awards and prizes.
Key Regulations, Code of Conduct & Event Guidelines

To ensure a seamless, fair, and successful competition, all participants must strictly adhere to the following rules and standards:

1. General Rules & Submission Compliance
  • Deadline & Timeline Adherence: All deliverables must be submitted on or before the specified deadline. Late submissions will result in immediate disqualification.
  • Evaluation Rubrics: Participants are strongly advised to thoroughly review the scoring rubrics for their chosen track before finalizing their entries.
  • Language Consistency: The language selected during online registration must strictly match the language used across all submitted materials (PowerPoint presentation deck and video showcase).
2. Video Recording Standards
  • Uniform Requirement: All team members appearing in the submitted project video must wear their official school uniform.
  • Content Match: Ensure the video presentation accurately reflects the structure and details presented in the slide deck.
3. On-Site Protocol & Event Day Guidelines (Offline Finalists)

Finalists attending the Grand Final Showcase at Sampoerna Academy Sentul must comply with the following campus protocols:

  • Dress Code: Official school uniform must be worn at all times throughout the entire event day.
  • Identification: Student ID cards and competition lanyards must be clearly visible and worn around the neck at all times while on campus grounds.
  • Display & Model Setup: Teams are fully responsible for bringing all required display materials, including infraboards, visual presentation boards, and physical project/prototype demonstration models.
  • Sustainability & Eco-Friendly Campus: In support of our green initiatives, all participants must bring a reusable water bottle and their own personal snacks.

Debate Competition : Guidelines

Who Can Join?
  • Open to Grade 10–12 students from Sampoerna Academy and other schools.
  • Each school or Sampoerna Academy campus may enter one team of three students. Mixed-grade teams are welcome.
  • All eligible teams must apply through Round 1. Only 10 teams will be selected to advance to Round 2, the live debate competition at Sampoerna Academy Sentul.
Competition Rounds

The Competition has two rounds:

Preliminary Round: deadline Feb 1, 2027
  • Each team must submit one video of no more than three minutes. All three students must speak.
  • Your video should:
    1. Introduce your team members, their grade levels and school.
    2. Explain why your team wants to participate.
    3. Choose one STEAM-related innovation or issue worth debating. Explain why it is controversial and present two different perspectives.
  • Video requirements: MP4 format, maximum 3 minutes and 100 MB. We recommend 720p resolution. Professional editing is not required and will not influence selection.
  • Selection: Applications will be assessed on team participation, motivation, critical thinking and communication. The 10 selected teams will advance to the Final Round.
  • Upload Platform: https://form.jotform.com/243641895970469
Final Round: STEAM Competition, April 3 2027
  • The 10 selected teams will compete in five live debates at Sampoerna Academy Sentul.
  • Approximately four weeks before the competition, the 10 selected teams will receive the Competition Handbook, including their assigned debate motion and position (Proposition or Opposition), preparation guidelines, research requirements, competition rules and judging rubrics.
  • Each team will participate in one 20-minute debate.
  • All participants must attend in person. Participating schools and campuses are responsible for travel, accommodation and student supervision unless otherwise agreed with the organisers.
  • Results and awards will be announced at the end of the event day.
Motions & Preparation
  • Five different STEAM-related motions will be selected by an academic panel to ensure variety, balance and accessibility.
  • Approximately four weeks before the competition, each team will receive its assigned motion and position (Proposition or Opposition), along with the competition rules, judging rubric and preparation guidelines.
  • Teams should research their assigned position thoroughly while also considering opposing arguments to prepare for effective rebuttal.
Research Submission & Vetting

Submission Deadline: 20 March 2027

Each selected team must submit:

  • Reference list: Sources used, including active links, DOI numbers or complete publication details.
  • Evidence table: Key claims and the sources supporting them.
  • Student declaration: Confirmation that all sources and evidence have been checked.
  • AI-use declaration: An explanation of whether and how generative AI was used.

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.

Debate Structure & Rules

Each debate involves two teams, Proposition and Opposition, with three speakers per team. Total debate time is 20 minutes.

Order Speaker Time Responsibility
1Proposition 14 minDefine the motion; establish the position and main arguments.
2Opposition 14 minRespond to the framing; establish the opposing case.
3Proposition 23 minRebut significant opposition arguments and develop the case.
4Opposition 23 minRebut significant proposition arguments and develop the case.
5Proposition 33 minCompare the cases, weigh the main clashes and close.
6Opposition 33 minCompare the cases, weigh the main clashes and close.
  • All three team members must speak in the assigned order.
  • Speakers 2 and 3 must respond directly to opposing arguments. Speeches relying mainly on prepared material without meaningful engagement will receive lower rebuttal and strategy scores.
  • Students may use notes but should not read entirely from prepared scripts.
  • Speaker 3 should compare the arguments and deliver the team's closing speech without introducing new major arguments.
  • Electronic devices, coaching and live AI assistance are not permitted during debates.
  • Cross-examination and Points of Information will not be used.
  • All participants must demonstrate respect towards opponents, judges and the audience.
  • The moderator will enforce speaking times and competition rules.
Judging & Awards

Three judges will assess all five debates using the same 100-point rubric:

Criterion Points
Argument quality and reasoning25
Use and accuracy of evidence20
Rebuttal and direct engagement20
Organisation and strategic development15
Delivery and audience communication10
Teamwork and balance10
TOTAL100
  • Final scores will be the average of the three judges' scores. Ties will be resolved using rebuttal, argument and evidence scores, in that order.
  • Awards: Overall Champion, Second Place, Third Place, Best Speaker, Best Use of Evidence, Best Rebuttal and Best Teamwork.
  • All results will be announced at the end-of-day awards ceremony.
Tools to bring during the competition
  • Preparation notes, extra paper, pens and pencils
  • Reusable water bottle
  • Official school uniform
  • School lanyard or student ID card

Robotics Competition: Guidelines

Who Can Join?
  • All students from Grade 1 to 3 can participate in the Robotics STEAM Competition 2027.
  • Participants may join with 2 students per team & 1 teacher coach.
Challenge Objective

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.

Scoring Methodology
  • Pure Time (Continuous Running Clock). Zero post-run penalty.
  • Faults and wall strikes require a physical restart to the start box while the clock runs continuously.
  • Maximum time cap: 120 seconds.
Competition Rounds

The Competition has two rounds:

Round 1 – Elimination
  • Top 5 teams with the fastest time advance to Round 2.
Round 2 – Final Round
  • The top team with the fastest time will win this competition.
Mechanics
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.
  • Judges record the rolled color per team.
  • Designates the Active Hazard Wall at Turn.
  • The Team is granted 120 minutes to prepare their corresponding mBlock routine.
  • The coding environment will be exclusive under the mBlock platform (https://ide.mblock.cc/).
  • If the team doesn't have Codey Rocky robot, a robot will be provided.
  • An additional Track arena will be provided for practice runs.
STOPPED
Mission Staging Robot is placed inside the start box.
  • The chassis must be fully within the start perimeter.
  • The front edge of tracks must not break the start line boundary plane.
STOPPED
Autonomous Launch The referee counts down "3,2,1 Go!"
The student taps button on codey rocky.
  • Both hands of the student must immediately rise above shoulder height.
  • False Start: if a student physically pushes, aims, or guides the chassis upon release, the judge immediately instructs the team to "restart" the run.
  • The clock will continue, no restart.
STARTS
The clock counts up in milliseconds.
Hazard Detection & Wall Avoidance Codey Rocky approaches the colored apex wall at turn.
  • Robot's onboard sensors must autonomously trigger a turn away from the designated hazard color panel.
  • Non-contact proximity turns are deemed successful.
RUNS Continuously
Wall Strike / Collision Fault The robot physically contacts, bumps, drags or climbs the hazard wall.
  • Students must raise their hands immediately.
  • Track Marshall signals "Restart!"
  • The student retrieves Codey and returns it to the start box.
  • Student re-presses button to re-engage the track.
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.
  • Judge announces "Restart".
  • Team must either raise a hand for a start box restart or concede a DNF.
RUNS Continuously
Finish Gate Crossing Front leading edge of Codey Rocky breaks the finish plane after clearing the S-track arena.
  • Optical break-beam / camera vision gate freezes the master timer automatically.
  • In manual backup mode, the head judge stops the official electronic stopwatch.
FROZEN
Time Cap Reached — 120s Robot does not cross the finish line before 120s elapse on the arena display.
  • Whistle blown immediately at 120s.
  • Run terminated and scored as DNF (Did not Finish).
  • Judges note the furthest zone reached for secondary tie-breaker seeding.
STOPPED at 120s
Tools to bring during the competition
  • Laptop or Tablet
  • Official School uniform
  • Lanyard / Student ID Card
Optional Tools
  • Robot unit(s): Official Codey Rocky (units are provided on-site).

Art Competition: Guidelines

Who Can Join?

All students from Grade 10–12 can participate in the Art STEAM Competition 2027.

Challenge Objective

The Competition has two rounds:

Preliminary Round
  • Participants must submit their sketch/ideas/plan at least 1 week before the competition, and they must not make any changes until the day of the competition.
  • All submissions will be curated by Judges, top projects will be participated in Final Round.
  • Please submit the sketch on this jotform link: https://form.jotform.com/262628183296466
Final Round
  • All participants must attend physically at Sentul. Travel, accommodation and supervision are the responsibility of the participating school or campus unless otherwise approved.
Regulations
  • Follow the Theme: A Small Idea, A Big Impact.
  • Sampoerna Academy will provide only A3-sized watercolor paper and access to water for cleaning art materials. Other art materials will have to be provided by the participants.
  • Participants will work on A3-sized watercolor paper.
  • Participants may use different media and add other 2D or 3D materials, as long as the finished piece remains intact on A3 watercolor paper and does not exceed the A3 size.
  • Participants must finish the artwork within the allocated time provided (3 hours).
  • All artworks will be displayed in the Sampoerna Academy Multi-Purpose Hall and judged by our judges.
Competition Rounds

The Competition has two rounds:

Round 1 - Elimination
  • Top 5 teams with the fastest time advance to round 2.
Round 2 - Final Round
  • The top team with the fastest time will win this competition.
Tools to bring during the competition
  • Coloring Tools
  • Reusable water bottle
  • Official School uniform
  • Lanyard / Student ID Card
Rubrics

The art will be scored based on this several criteria:

  • STEAM Concept & Theme Integration
  • Creativity, Originality & Plan Execution
  • Craftsmanship, Technique & Mixed Media
  • Composition & Visual Impact

STEAM Expo 2027 :
Guidelines

Theme : A Small Idea, A Big Impact
Category: Science & Engineering

Who Can Join?

  • All students from Grade 5-12 can participate for the STEAM Competition 2027.
  • Participants may join individually or groups of up to 4 members

Project Categories

  • Scientific Enquiry
    Explore the physical or natural world through a process of inquiry and investigation
  • Engineering Design
    Apply scientific and technical knowledge to design, build, and improve a solution to real-world problem.

Competition Rounds
The Competition has two rounds:

  • Premilinary Round
  • Final Round

Submission Requirements
Each project must include

A. PowerPoint Presentation
Scientific Enquiry Projects:

  • Project Title
  • Question
  • Prediciton
  • Planning
  • Investigation
  • Recording, Analysis, and Interpretation
  • Connections and Reflections
  • Communication

For Engineering Design Projects:

  • Project Title
  • Problem Identification
  • Exploration
  • Design
  • Prototype Creation
  • Testing
  • Modifications and Re-testing
  • Communication

Note: Include photos(minimum resolution: 300pixels)

B. Project Video

  • Length: Maximum 3 minutes.
  • Language: English or Bahasa Indonesia
  • Content: Must align with presentation.
  • Suggested Tools: Vimeo Create, Capcut, iMovie, Vita, etc.
  • Upload Platform: Any social media platform (e.g., Youtube).
  • Tag: Sampoerna Academy.
  • Hashtag: #SASTEAM2027.

Selection and Judging

  • In the preliminary round, the top 5 projects per category will be selected.
  • Finalist will be invited to present their projects on campus
  • Projects will be judged based on STEAM criteria.
  • Winners: The top 3 projects per level will receive prizes.-

Competition Timeline

win prizes

WORTH

24

MIO

IN TOTAL

Submit Your Work!

Frequently Asked Questions

Who can join the competition ?

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.