Develop 21st-century skills and work with like-minded peers, experts and mentors to co-create solutions for a more sustainable future!

Presented by Temasek Foundation and organised by Science Centre Singapore, the Young Technopreneurs for a Sustainable 2030 challenge aims to encourage young people to brainstorm, develop and prototype solutions to achieve sustainable development, as encapsulated in the United Nations Sustainable Development Goals.

The challenge consists of an online start-up boot camp and a hackathon. The top 15 teams in the hackathon will receive up to $3000 in seed funding per team to develop their ideas further.

The challenge culminates in an expo event that will be held in conjunction with the Singapore Maker Extravaganza 2019 from 18-20 October 2019. Two top teams will be awarded an overseas trip for a chance to visit tech start-ups and fabrication spaces.

Meet the finalists:

Catch the finalist teams at the Singapore Maker Extravaganza from 18-20 October at the Science Centre Singapore  


  • Microbial Fuel Cells
    The Microbial Fuel Cell, or MFC for short, is a sustainable source of energy that generates electricity from bacteria. Our project addresses the "Sustainable Services" statement. The MFC does not produce any chemical waste and uses electricity generated by bacteria and organic matter as the fuel. Unlike fossil fuels, no burning is needed which means that no greenhouse gases will be emitted.
  • Carbon Footprint
    An app that tracks your carbon footprint of what you buy based on its country of origin and transportation energy, allocating or deducing points based on its carbon emissions which you can redeem rewards. there is also a leaderboard where you can compare and compete with your friends.
  • Fiper (Fruit Paper)

    It turns Fruit Peels into Paper by soaking it in soda ash, blending it, and pressing it.

  • Foodwise

    An app able to calculate your food intake/how much you should eat,  give you discounts! and allows you to donate easily!

  • Kagu
    KaGu is an app that serves to connect the Karung Guni traders with sellers. The sellers refer to the general population of Singapore. KaGu aims to increase the domestic recycling rate. The sellers would sell their unwanted junk to the Karung Guni, who will resell selected items that can be given a second lease of life and sell recyclable waste to recycling companies.

    We have two major target market: the Karung Guni traders and the sellers. For the Karung Guni, we hope to provide them a larger consumer base and decrease their workload by streamlining the process. For the sellers, KaGu provides an alternative solution to simply disposing of their waste, allowing them to contribute to saving the environment and earn some cash while still being extremely convenient.
  • Moss

    We are creating a paint that contains moss. When applied to surfaces, the moss, in a few weeks, the moss will start photosynthesizing and absorbs large amounts of Carbon Dioxide. Our product is aimed at corporate companies that produce high amounts of Carbon Dioxide.

  • Ecobox
    Ecobox is completely made of biodegradable material and can be recycled many times. It also has utensils on the lid so it becomes an all-in-one box.
  • Washing Recyclable Bottles
    An exhibit prototype of a robotic system that can be used to wash plastic bottles before they are recycled, encouraging and educating people to not throw contaminated waste in recycling bins
  • Food Waste App
    We are creating an app to help food stall owners predict the number of customers and their revenue for the day. The app will be using machine learning and data from the first few days to help it predict the number of customers.
  • Open World Game
    It is an open world virtual simulation of Marina Bay, where users can freely roam around the world. Their actions in the world may have irreversible consequences on the environment. Players can make many choices in the world - like picking up trash, making environmentally friendly choices like using public transport, etc. They can see their actions' consequences.
  • Rainwater-Powered Hydroelectric
    This model is to be installed in the rainwater drainage systems on households. Usually, rainwater is collected as a source of water, but not a source of energy. In our model, the kinetic energy of the falling water is used to run a turbine to generate power.
  • CERS Thermal
    Our project involves harnessing the motion of chimney cowls, converting it to electrical energy which can be used to power buildings which it is housed on.
  • Zero.W Heroes
    Our project aims to reduce the use of single use plastics by setting up a circular economy by using re-usable packaging. It is a very practical solution based on past history of communities using reusable and disposables. 
  • The Bernoulli Prototype
    We are constructing a wind turbine that uses an unconventional design to surpass the Betz Limit, through the use of Bernoulli's Principle (which is surprising coincidental with our project name)
  • Heliospin
    Our project is creating a solar turbine that can be easily made by young kids or scaled up into an industrial-sized machine to generate electricity. Our solar turbine uses the fact that polyethylene contracts when under heat. If the polyethylene is stretched long enough, with just the heat from the sun, it contracts. If you apply it to two barrels or cups (see image below) and attach an axle, the entire thing will rotate because the top contracts from the heat of the sun, causing the center of mass to shift. If you attach this to a DC motor, the solar turbine could generate electricity.



    While the number of people in the world with access to electricity has increased by 1.7 million between 1990 and 2010, the global economy is still primarily reliant economically on fossil fuels.

    Students can propose solutions around the problems of:
    • Enabling access to affordable, reliable and modern energy services.
    • Increasing energy efficiency.
    • Developing new ways of energy storage.
    • Developing sustainable energy services, especially in less developed countries, in accordance with their resources.

    The efficient management of our shared resources and the way we dispose of toxic waste and pollutants are crucial to achieving responsible consumption and production. Encouraging industries, businesses and consumers to recycle and reduce waste necessary, as is supporting consumers to move towards a more sustainable pattern of consumption.

    Solutions around responsible consumption and production and waste management can be brainstormed for the following challenges:
    • Reduction of food waste at the retail and consumer levels.
    • Reduction of waste generation by prevention, reduction, recycling and reuse.
    • Ensure that people have relevant information and awareness for sustainable lifestyles in harmony with nature.


  • Top team from each category
    • Champion trophy
    • Certificates
    • Overseas award trip
  • Top seven teams from each category plus one wild card team
    • Finalist trophy
    • Certificates
    • Up to $3,000 in seed funding
  • All teams that successfully complete the hackathon
    E-certificates of participation

Student Learning Objectives:

1. Understand the United Nations Sustainable Development Goals and the challenges associated with solving them.
2.Work with mentors from the industry, academics and startups.
3.Develop an entrepreneurial mindset and skills.
4.Learn how to take an idea from concept to realisation.
5.Develop competencies in technical skills, dealing with Internet of Things, Artificial Intelligence, web and app development, etc.
6.Hone soft skills, such as teamwork, communication, presentation skills, creative thinking, etc.


  • What are some of the content the students will be exposed to as part of this programme?

    The students will be exposed to skills such as App Design for non coders, Artificial Intelligence, Bluetooth control of Microbits and 2D CAD and laser cutting during the pre hackathon workshops. They will have the opportunity to practice some of these skills online as they go through the online boot camp. During the hackathon on the 27-29 June, there will be mini workshops on Business model canvas, Internet of Things, App development, Design thinking, Sustainable Development Goals etc. The skills workshops are aimed at beginners. The dates and titles of the pre hack workshops are available in the registration form.

  • What is the expected outcome from the students at the end of the programme

    At the end of the hackathon, students should present a prototype of their project. The prototype can be in the form of a website, a web or mobile app, wireframes, a hardware prototype using any of the boards that we will provide or your own boards. Depending on the project, the prototype can also take other forms. The only hard rule is that the team’s showcase should not be just slides.

  • What kind of boards and materials will we be given during the hackathon?

    During the hackathon, teams will have access to common open source boards such as the Arduino, Microbit, IoT boards etc. They will also have access to basic electronics, sensors etc. Depending on the materials, some of the items will be on loan to the teams and will need to be returned after the hackathon. Teams will need to bring their own laptops. Teams will also have access to a diverse set of mentors during the hackathon

  • If the teams are selected as part of the final 15, how is the funding process like?

    Information on the funding process for the top 15 teams will be shared with the teams after the hackathon.

  • What kind of outcome is expected from the final 15 teams before the showcase in October?

    The top 15 teams will have the opportunity to improve their project to build something more awesome in the three interim months between July and October. The additional deliverable can be in the form of an advanced prototype, a functional app, results from user testing. Teams will have access to resources and mentors during their journey. More details will be given to the teams after the hackathon.

  • Can I sign up as a team of less than 3 students?

    Yes, it is possible to sign up as a team of one or two students, although a team of 3 is preferred. When filling the form, please indicate a NIL return for the third team member. Where possible and mutually agreeable, the organizers will find a group member for you.

  • What is the online bootcamp?

    The online bootcamp is an e-learning course. The course contains a list of curated content through which the students can learn the skills needed for the programme. These include technical skills as well as business development skills.  Students will be given access to the online bootcamp by the end of May and will be able to use the June holidays to explore the skills. Students are also required to complete some of the tasks in the online bootcamp, which will be shared  with the hackathon mentors, so that the organizers can figure out how best to help the students during the hackathon.

  • Can the students start work on the project before the hackathon?

    Yes. The hackathon aims to provide an environment for mentorship and prototyping so that all students participating have the opportunity to develop a prototype at the end of the programme. Students can begin work on their project before the hackathon and use the hackathon to refine their project.

  • What are the judging criteria for the challenge?

    The judging criteria will be along the lines of (a) Implementation of technology to solve the problem, (b) User Interface/ User Experience (c) Business Development and (d) How well does the solution proposed address the theme.

Contact Details:

For more information and further enquiries on Young Technopreneur's Challenge for Sustainable 2030, please contact Dr Kiruthika Ramanathan at or Ms Doris Chow at


Presented by

Temasek Foundation