With the aim of preparing children for primary school, R’U Ready™ hopes to encourage the development of self-awareness and independence of every participant by building life skills and resilience through experiential learning.
To ensure complete engagement, participants will be exposed to activities beyond the classroom context to prep for their next stage of life.
E3Trail™ (Eco, Electronic Experience)
This E3 Trail™
aims to allow participants to experience nature up close while learning about the flora and fauna that exist around their surroundings.
Participants will be required to complete a series of tasks given in a Quest in the form of drawing, painting etc.
This will build their curiosity as they go on an adventure with their peers to gain knowledge about the little beautiful things that make up the ecological system.
aims to promote a healthier relationship between parent and child as they interact more with each other through engaging activities as a team.
The programme offers a fun-filled day for both parent and child without the use of technology while also providing parents an insight to effective parenting.
is a new initiative by FutuReady to share skills and good habits with them. Touching on habits like personal hygiene, and study skills, HappyHabits™ hopes to pass on and share with participants good and healthy habits that they should possess in their daily lives.
Project AUTO™Project AUTO
(Are U The One) hopes to create opportunities for youth to choose a GRASP
skill that interests them.
Going through multiple sessions, Project AUTO allows students to not only pick up a new skill, but provides them with the time to master the skills up to a basic level of competency.
My Story, My Legacy™
A programme which allows youth to find their values and ignite the passion in them. At the end of the session, youths will be able to start to envision their future and create a legacy when they graduate.
is an initiative by Futuready, to equip participants with the skills and understanding of entrepreneurship. Coupling real life risk taking with realistic elements of investment, trade and start-up, we hope to be able to inspire the new generation of entrepreneurs to rise up and start what they want to do.
BYTES@Campus™Breaking Boundaries through Youth Transcultural ExchangeS
(BYTES@Campus) is a cultural initiative whereby youth are engaged in talks, cultural showcase and engaging activities hosted by youths of foreign countries. BYTES@Campus creates friendships between Singapore youths and their foreign counterparts as they participate in activities that creates learning of the different cultural practices.
is a platform to bring the youth of today’s generation to come together as a community to know more about the different profession in Singapore. Participants will be provided with an info-session by professionals from different fields to find out more on the career in order to progress towards it..
FutureXort™ is an adaptation of FutureX™ into a board game format. Featuring up to 100 different occupations and situation cards, FutureXort™ hopes to provide a realistic experience of what it is like in the economy when different things happen
Back 2 Basics™
Understanding the fundamentals of leadership are essential for young leaders to start right. As such, Back 2 Basics
aims for participants to gain a basic understanding of various leadership qualities & attributes by engaging them in activities that utilise different components of leadership frameworks such as five exemplary of leadership practices and the 4 golden principles of being a leader.
Student Leadership Challenge™
Adopted from Kouzes and Posner
, the Student Leadership Challenge
engages the students by utilizing the Five Practices of Exemplary Leadership in both indoor and outdoor settings. As such, the Student Leadership Challenge hopes to empower students to set goals and align their lives towards it as well.
The 360 Leadership™
The 360-degree leadership
programme hopes to bring out the capabilities of every leader, by being adept at leading their superiors and their peers.
Becoming a 360-degree leader is within the reach of anyone who possesses average or better leadership skills and is willing to work at it. An individual does not have to be the main leader to have a significant impact in their organization.
hopes to empower participants to maximize their capabilities in an innovative way through the management of a project over a period of 5 weeks. Project Venture provides a platform for students to explore ideas by brainstorming, welcoming diverse opinions, and engage in critical decision-making. Regardless of failure or success, participants will go through a 5 week experience on how to properly manage their project.
ExperienTrail ™ for YouthExperienTrail™
for youth hopes to impart the skills, knowledge & dispositions central to experiential education and are geared towards providing participants with opportunities to design lesson plans, prepare presentations, and engage in activities that have direct relevance. ExperienTrail integrates experiential learning pedagogy into their practices to hone and advance in their facilitation.
is an initiative targeted at Primary School students, to experience the outdoors in a fun and engaging manner. The programme features various outdoor life skill activities targeted at character development, providing students with the chance to try their hand at cooking, building, sports and test their resilience to be a better individual and a future leader!
is a unique programme featuring
a combination of the best of both worlds – Education and Adventure. This programme is designed to create a setting that tests the participants’ Resilience as they undergo various levels of difficulties in their obstacles that will challenge not only their physical abilities but also their mental strength.
Heritage On the MovE™
Participants will embark on wheels or foot to discover the hidden beauty of the scenic and historical sites in Singapore. Specially featured by Channel News Asia, this program hopes to take participants on an entertaining and educational journey, visiting various meaningful landmarks (new and old) and basking in the rich and unique culture of Singapore.
Adopt - A - Charity
Adopt a Charity is a long term project in which students can work to do something nice for a charity of their choice. Very much like MAD-24, Adopt a Charity will enable them to plan and execute their own project for a charity. We hope to be able to inspire students to rise up and inspire change from a young age.
MAD-24, short for Making a Difference in 24 hours, is an initiative with a unique concept of doing good and making a difference in the community through any means or methods that they feel will benefit the target group or beneficiary. Inclusive of meals and sleeping time, MAD-24 hopes to inspire youth to get up and start doing something for the community, something that they are passionate about.
Project Empathy hopes to re-introduce the concept of empathy into the youth of today. With the emphasis now on technology, innovation and the virtual world, we hope to include the element of physical touch and get the participants to see the world through a different perspective to encourage them to help others.
FutureTech programmes will be conducted by our partner by our partner Code Gakko.
Students (Age range: 6 – 10 years old) work in pairs to create a game entirely from scratch. They will learn how to work in teams and plan the development of their games. Show and Tell at the end (for parents). Kids will be trained in mathematical and logical thinking. The fundamentals and reasons behind computer science will be taught in an engaging manner. This complements the subjects that are currently being taught in primary schools.
Requirements: iPad (iOS 8 or greater) & Hopscotch (iPad application)
Students (Age range: 6 – 10 years old) design and build a game (done in teams of 4). They will also present their robotics projects. Learn the fundamental concepts of programming, including conditionals, events, variables, and abstraction. Build a rather complex game using the concepts learned.
Requirements: Laptop (Windows or Mac), Scratch, LEGO Mindstorms OR Microcontroller.
This course is meant for students with an age range: 13-16 yrs old. The goal is for students to gain an intuition for computer science through creating games. The first few weeks guides students with zero knowledge of python or computer science, to create small hands-on projects that illustrate these concepts in an interesting and engaging way. These projects will step up in difficulty, until they manage to build a relatively complex game that makes good use of Object Oriented Programming (OOP) concepts, and effectively manipulate data using Python. Students will then spend the last 4 weeks in groups building their very own game and present it in class, explaining the way they created it.
By the end of the course, students should be confident in reading other people’s code, explaining their code to others, and more importantly, have fun working their imagination to create good games.
Requirements: Laptop (Windows 7 or greater / Mac OS X) & Python 2.7