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School Offerings

Discover our tailor-made programmes to meet the needs of your students, hosted in our event space (Puzzletopia) or your preferred site.

 

From 2-hour exploratory sessions to longer term programmes, allow Project Enigma to craft immersive and interactive sessions designed to get your students’ brain juices flowing with excitement.

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For Schools

JOURNEYING WITH STUDENTS

How we envision supporting your students to become independent explorers. 

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  1. We nurture student's interest by packing more fun into learning. With our tactile novelty puzzles and STEAM toys sourced from over 30 countries, we keep students' learning hands-on and minds-on

  2. We adapt and customise our programmes to the needs and learning aspirations of students, leveraging our partnerships in and outside the education sector 

  3. Our libraries, Puzzletopia (see outlets) & Sciencetopia (opening Dec 2024), support continuity in self-directed learning, at their own time and pace, beyond the classroom 

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Choose Project Enigma to be Your School's Applied Learning Partner! 

WONDER. THINK. CREATE. â–¶ How we envision the student roadmap

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STEPPING INTO THE WORLD OF PUZZLES

Visit Puzzletopia, our interactive museum, library, and shop with over 3k mechanical puzzles and games, STEAM toys, brainteaser books, and curiosities from around the world.

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PUZZLERS-IN-TRAINING

Join our 10-week programmes where we delve deeper into the world of mechanical puzzles, puzzle design, and STEAM principles. 

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INDEPENDENT EXPLORERS

Students within our school programme can visit Puzzletopia and join our public workshops at discounted rates. Private workshops are also available to student groups interested in deep-diving into a specific puzzle game or area of interest.

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10-week Programme
Problem Solving with Mathematical Puzzles & Toys

Key Learning Objectives:

  • Develop students' spatial reasoning and logical thinking skills through hands-on play

  • Learn problem solving techniques such as pattern recognition, elimination, reverse engineering

  • Expose students to variety of mechanical puzzles

 

Key features:

  • Each session comes with a lecture, guided play, challenge activity, and assignments.

  • Highly customisable

  • Flexibility in dates 

  • Min. 20 students

  • Puzzletopia Entry Bulk Bundles available

  • Suitable for ages 11-16

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Sample Schedule

WEEK 0

Visit to Puzzletopia for an interactive tour

WEEK 1

Intro to mechanical puzzles, history, development

WEEK 2

Introduction to Tangram

WEEK 3

Introduction to Soma Cube

WEEK 4

Introduction to Peg Solitaire

WEEK 5

Introduction to Pentominoes

WEEK 6

Making DIY Puzzles

WEEK 7

Math Puzzle Analysis Group Work

WEEK 8

Presentation | Mathematical puzzle highlights

WEEK 9

Applied Project: Creating inclusive puzzles for PWDs

WEEK 10

Service Learning Project: Puzzle along with PWDs

We recommend and are able to support:

  • Customising the last two sessions according to students’ interest, accounting for how they wish to put into practice what they have learnt.

  • E.g., Demo day for their classmates and parents

  • E.g., Adapting puzzles to be senior-friendly

  • E.g., Guest speakers to speak about applications of mathematical thinking or puzzling in workplaces

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Sample Schedule

WEEK 0

Visit to Puzzletopia for an interactive tour

WEEK 1

Elements of Puzzle Design Lecture | Build a maze using recyclable materials

WEEK 2

Delving into Sliding Block Puzzles

WEEK 3

Making a Sliding Block Puzzle

WEEK 4

Delving into Disentanglement Puzzles

WEEK 5

Making a Swiss Cheese Puzzle

WEEK 6

Delving into Interlocking puzzles

WEEK 7

Making a Origami Star Puzzle

WEEK 8

Original Puzzle Design Prototyping

WEEK 9

Production & Consultations

WEEK 10

Demo Day

This programme could work towards helping students produce creations for submission to the Singapore Mathematics Project Festival (SMPF). During the programme, our Puzzle Master will guide students in defining problem statements. 

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Sample problem statements:

  • A Comparative Analysis of Shape Dissection or Tiling Problems like the Tangram

  • ​How using Mathematical or Computational Thinking can help us problem-solve faster

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10-week Programme
Young Puzzle Designers

Key Learning Objectives:

  • Learn about the  mathematical logic behind selected puzzles, elements of puzzle design, and their variations

  • Define problem statements, and ideate own mechanical puzzles

 

Key features:

  • Each session comes with a lecture, guided play, challenge activity, and assignments.

  • Highly customisable

  • Flexibility in dates

  • Min. 20 students

  • Puzzletopia Entry Bulk Bundles available

  • Suitable for ages 11-16

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10-week Programme
Physics through STEAM toys

Key Learning Objectives:

  • Identify and describe how physics principles are represented through hands-on activities with STEAM toys

  • Through understanding history, facts and theory, students will develop skills in inquiry-based learning

 

Key features:

  • Each session comes with a lecture, guided play, challenge activity, and assignments.

  • Highly customisable

  • Flexibility in dates

  • Min. 20 students

  • Sciencetopia Entry Bulk Bundles available

  • Suitable for ages 11-16

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Sample Schedule

WEEK 0

Visit to Sciencetopia for an interactive tour

WEEK 1

Electricity & Magnetism

WEEK 2

Light & Sound

WEEK 3

Forces & Energy

WEEK 4

Thermal Physics

WEEK 5

Structures

WEEK 6

Structures (Buildings & Bridges)

WEEK 7

Inertia, friction

WEEK 8

Research Project: Explain a chosen STEAM toy

WEEK 9

Consultations & poster-making

WEEK 10

Demo Day

Customise the program by inviting industry professionals can also be invited to share more about their work, and the practical applications of theory in modern daily life.​

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Sample Schedule

WEEK 0

Visit to Sciencetopia for an interactive tour

WEEK 1

Elements of Toy Design Lecture | Build a longest-flying airplane using recyclable materials

WEEK 2

Delving into Spinning Tops

WEEK 3

Making a Spinning Top

WEEK 4

Delving into Optical Illusions

WEEK 5

Making an Optical Illusion

WEEK 6

Delving into Balancing toys

WEEK 7

Making a Balancing Toy

WEEK 8

Original Design Prototyping

WEEK 9

Consultations & production

WEEK 10

Demo Day

This programme could work towards helping students produce creations for submission to the Singapore Science and Engineering Fair (SSEF). During the programme, our Facilitator will guide students in defining problem statements. â€‹

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10-week Programme
Young STEAM Toy Designer

Key Learning Objectives:

  • Through building, testing and modifying models, learn how to approach STEAM toys design challenges.

  • Stimulate creativity by allowing students to design their own experiments or modifications using STEAM toys.

 

Key features:

  • Each session comes with a lecture, guided play, challenge activity, and assignments.

  • Highly customisable

  • Flexibility in dates

  • Min. 20 students

  • Sciencetopia Entry Bulk Bundles available

  • Suitable for ages 11-16

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