On 26 March 2026, our school offered all Secondary 2 students a valuable opportunity to engage in immersive STEAM learning by participating in the on-campus Hovercraft Challenge Competition. During the programme, students learned about the principles of hovercraft and how to program the micro:bit coding to control the hovercraft through practical workshops.
The hands-on activity allowed students to design their own hovercraft and craft it out with the movement controlled by their own programme. This experience effectively combined academic enrichment with practical excitement, strengthening students’ collaboration, analytical thinking, and problem-solving abilities.







