菜单
国际教育网
搜索繁体
首页学校留学家长进修学习资源

ECA Adwards|创新破界!我校学子获SPARK 2026商业创新成就荣誉

2026-04-17 09:04发布于广东

关注
rsion


在SPARK 2026设计思维挑战(全国站)中,佛山暨大港澳子弟学校中学部S4两支参赛队伍,凭借扎实的项目构思、出色的现场表现与成熟的团队协作,荣获商业创新成就荣誉!


SPARK设计思维挑战是由NexGen联合西浦国际商学院共同发起的一项面向中学生的国际化创新挑战项目。以斯坦福"设计思维"为核心方法论,鼓励学生立足真实生活议题,运用设计思维,跨学科协作,提出创意方案,走向实际行动。


我校在ECA课程上开设了这个以项目式学习为核心的创新实践模块——从设计思维工作坊到跨学科小组孵化,从真实问题调研到原型迭代路演,这个课程不仅提供了系统的方法论训练,更通过“学-练-赛”一体化的课程设计,让学生在解决真实问题的过程中,逐步内化同理心、定义问题、创意构思、原型制作与测试迭代的思维习惯,赋能学生成为主动的创变者。


对于学生而言,这不仅是参与一场比赛。


正如负责带教的邓老师所说,“此次赛事的核心理念,正好契合了我们学校在创新教育中强调的“从想法到原型”的实践路径。”学生不仅需要提出创意,更要思考用户需求、市场价值与落地可行性,在真实挑战中提升创新能力与商科素养。


这两支队伍选择了不同的创新方向,却共同完成了一次“创新思维破界”


>>>>


备赛中,女生组将目光聚焦于日常生活的真实需求。


从经期不适、冬季手脚冰凉,到高压状态下的失眠困扰,她们围绕女性健康与情绪缓解展开思考。想法也随之逐渐清晰:打造出一个高端智能陪伴健康产品,除了拥有解压可爱玩偶的外观,还聚焦“陪伴+护理+健康”的全场景使用维度。就这样,“月伴精灵”项目正式诞生。



男生组则选择了“游戏 + 学习融合”的方向。


团队观察到,市面上不少学习类APP产品的知识点都比较零散,缺乏完整体验。于是,他们提出设想:把系统学习内容拆解成任务、关卡、剧情与解谜。例如将杠杆、滑轮等物理知识设计成闯关机制,让知识成为推动游戏进程的关键能力等,完成了“零点纪元”RPG游戏的设计。


两个项目,方向虽不同,却都体现出学生对真实问题的敏锐观察,以及将创意落地的主动意识。



当然,备赛之路充满挑战,成长也在一次次突破中实现。


邓老师回忆,在备赛初期,同学们几乎离不开老师的指导,但随着比赛推进,他们逐渐学会独立思考,自主推进项目,并培养了抗压能力。“有一个小组在初赛期间的方案出现了明显缺陷,学生们一度很受打击,但他们没有气馁,而是主动重新梳理问题、查阅资料、反复测试改进。从依赖老师到独立面对挑战、从遇到挫折到坚持到底,这种成长让我印象深刻。”


另一项挑战则是英语表达能力。全国站赛事的英文演说,需要同学们清晰阐述项目逻辑、从容回应评委提问,于是大家反复练习讲稿,将紧张感一点点转化为充分的准备与自信。



站上赛场后,评委的提问更是直击核心:产品需求是否真实存在?商业模式是否具备可执行性?这些问题,也让同学们真正感受到:制作一个产品不仅需要好点子,更需要严密的逻辑、市场意识与执行能力。


从创意萌发到校园备赛,再到全国站亮相,面对来自全国各地的优秀选手,同学们既看到了更大的世界,也通过同台竞技树立了自信心。更重要的是,他们学会了从更多元的视角去分析问题、借鉴他人的优点。这种开放、反思的学习态度,会让他们在未来的任何领域都受益无穷。


我校ECA课程努力推动学生从课堂走到更多赛事,希望以赛促学、以赛促长——在这一过程中,学生不仅收获了奖项与荣誉,更锤炼了抗挫力、协作力与领导力,学会了在团队中倾听、在分歧中整合、在挑战中坚持。我们始终坚信,每一次从创意到行动的完整闭环,都是一次育人价值的深度兑现。未来,ECA也将持续为青少年创新搭建平台,让更多学生敢于思考、勇于创造,在实践中成长,在挑战中绽放。

In the SPARK 2026 Design Thinking Challenge (National Station), the two participating S4 teams from the Foshan ASJ won the honor of business innovation achievement for their solid project concepts, outstanding on-site performance and mature teamwork!


SPARK 2026 is an international innovation challenge project for middle school students jointly launched by NexGen and XJTLU International Business School. With Stanford's "Design Thinking" as the core methodology, students are encouraged to base themselves on real-life issues, use design thinking, collaborate across disciplines, propose creative solutions, and move toward practical action.


Our school has launched this innovative practice module with project-based learning as the core in the ECA course - from design thinking workshops to interdisciplinary group incubation, from real problem research to prototype iteration roadshows. This course not only provides systematic methodological training, but also uses the integrated "learn-practice-match" course design to allow students to gradually internalize the thinking habits of empathy, problem definition, creative conception, prototyping and testing iteration in the process of solving real problems, empowering students to become active innovators.


For the students, this was about far more than simply taking part in a competition.As Mr. Deng, the mentor in charge of coaching the teams, noted, “The core philosophy of this competition aligns perfectly with our school’s hands-on approach to innovation education — turning ideas into prototypes.” Students were required not only to generate creative concepts, but also to consider user needs, market value, and practical feasibility, thereby strengthening both their innovative thinking and business acumen through real-world challenges.


Although the two teams pursued different directions in innovation, they both achieved a meaningful breakthrough in creative thinking.



During their preparation, the girls’ team focused on real needs arising from everyday life. From menstrual discomfort and cold hands and feet in winter to insomnia caused by stress, they explored ways to support women’s health and emotional well-being. Gradually, their concept took shape: to create a premium smart wellness companion that not only features the appearance of a cute stress-relief plush toy, but also integrates all-round functions of companionship, care, and health support across different daily scenarios. In this way, the project *MoonMate Genie* was officially born.



The boys’ team chose a different path: integrating gaming with learning. They observed that many educational apps on the market present knowledge in fragmented ways and often lack a cohesive user experience. With this in mind, they proposed turning structured learning content into missions, levels, storylines, and puzzle-solving challenges. For example, concepts such as levers and pulleys in physics were designed as level-clearing mechanics, making knowledge itself the key skill needed to advance through the game. Together, they developed the RPG project *Epoch Zero*.


Although the two projects have different directions, they both reflect students' keen observation of real problems and their initiative to implement their ideas.



Of course, the road to competition was full of challenges. Mr. Deng recalled that at the beginning of the preparation process, the students relied heavily on their teachers’ guidance. However, as the competition progressed, they gradually learned to think independently, take ownership of their projects, and develop resilience under pressure.“One team discovered significant flaws in their proposal during the preliminary round and was deeply discouraged at first. But instead of giving up, they took the initiative to reassess the problem, conduct further research, and repeatedly test and refine their ideas. Watching them grow from depending on teachers to facing challenges independently, and from being discouraged by setbacks to persevering until the end, left a deep impression on me.”


Another major challenge was English communication. The national round required students to deliver presentations in English, clearly explain the logic behind their projects, and respond confidently to judges’ questions. As a result, they practised their scripts repeatedly, gradually transforming nervousness into thorough preparation and self-confidence.



After standing on the field, the judges' questions went straight to the core: Is the demand for the product real? Is the business model enforceable? These questions also made the students truly feel that making a product not only requires good ideas, but also strict logic, market awareness and execution capabilities.


From the germination of ideas to preparing for competitions on campus, to appearing at the national station, facing outstanding players from all over the country, students not only saw the wider world, but also built up their self-confidence through competing on the same stage. More importantly, they learned to analyze problems from more diverse perspectives and learn from the strengths of others. This open and reflective attitude towards learning will benefit them greatly in any field in the future.


Our school's ECA course strives to push students from the classroom to more competitions - in this process, students not only receive awards and honors, but also develop resilience, collaboration and leadership, and learn to listen in a team, integrate amid differences, and persevere amid challenges. We always firmly believe that every complete closed loop from creativity to action is a profound realization of the value of educating people. In the future, ECA will continue to build a platform for youth innovation, so that more students dare to think and create, grow in practice, and bloom in challenges.


声明:本文内容为国际教育号作者发布,不代表国际教育网的观点和立场,本平台仅提供信息存储服务。

免费联系佛山暨大港澳子弟学校

联系学校

提交成功后可以直接一键联系学校哦!

快速匹配适合您孩子的学校

全国500所国际学校大全 / 3分钟匹配5-8所 / 1年名校升学备考托管服务

立即匹配

预约看校

提交