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Win a share of $24,000 in prizes with Samsung Solve for Tomorrow

Entries for 2024 are now closed with another excellent year of entries and Kiwi kids demonstrating innovation.
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Samsung Solve for Tomorrow competition is over for 2024, we had a stellar batch of entries which showcased the innovation and ingenuity of our young talent on Aotearoa.

First place in the year 7-10 category was awarded to Year 8 student Gabriel Anthony from Whitby Collegiate in Wellington, who designed an AI medication identifier for the visually impaired, inspired by his grandmother.

Year 11 student Logan Gardiner from Burnside High School was awarded first place in the years 11-13 category. Logan developed Enviro-Saver, a contraption to clean rubbish, leaves and other pollutants from his local Christchurch waterways.

Carlos Tait, a year 8 student at Howick Intermediate, was awarded second place in the junior category for designing a scale to measure bait for conservation volunteers in the Hunua Ranges, saving them precious time that can be used for other things.

Second place in the senior category was awarded to Ashley Beaton of Mount Aspiring College, who showed a really impressive use of STEAM principles to design a customisable and ergonomically designed gear stick for car drivers.

Entries were assessed by an expert judging panel of Dr. Joel Rindelaub, Dr Siouxsie Wiles, MOTAT’s Head of Education, Julie Baker, and Sarah Washbrooke, Deputy Chair of TENZ.

Read more about the winning entries here.

If you are interested in hearing more about Solve for Tomorrow for 2025, please register your interest here.

MOTAT is proud to support the Samsung Solve for Tomorrow competition, an international initiative.

Entries for Solve for Tomorrow are welcome from individuals or teams. There is no limit to the number of people in each team – it could be a group of 4-5 students or a whole class. There are two age categories - Years 7-10 and Years 11-13, and schools may enter as many individuals or teams as they like.

Each entry is challenged to identify a problem in their community and come up with a creative fix using a STEAM-based solution.

For example: you might have issues related to sustainability and the environment, or diversity and inclusion.

Participants are in with a chance to win $24,000 in prizes, including prize money and Samsung technology for them and their school, as well as walking away with the satisfaction of making a positive difference in their community.