Where ideas come to life

In the Innovation and Entrepreneurship Center, students think, do and make.

Masters' Innovation and Entrepreneurship Program is a robust curriculum in design thinking, social entrepreneurship, engineering and computer science that spans grades 5-12. We challenge students to cultivate innovative thinking and an entrepreneurial mindset by strategizing, problem-solving and thinking creatively.
 
Our project-based model of teaching and learning means that students build confidence, accumulate hands-on experience, take risks, nurture unconventional talents and tackle real-life challenges. They develop the ability to think creatively and ambitiously, and hone the skills they will need to successfully navigate a complex and ever-changing world. 

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Middle School Program

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  • Design, Modeling and Prototyping

    In Design, Modeling and Prototyping, students in grades 5 and 6 are introduced to the concept of social entrepreneurship and the skills necessary to be a responsible entrepreneur. Each lesson provides students with opportunities to learn about and apply the design process to solve authentic problems creatively. This course is split between the first two years of middle school, during which students meet twice per eight-day cycle for the first half of the school year.

    In grade 5, students begin with an instant design challenge to prototype an ankle-foot orthosis. Students combine household materials to build and measure their success based on design requirements determined by the needs of the end user. They then practice technical sketching as a tool for developing concepts throughout the engineering design process. For their final project, student teams research authentic problems in their community and design assistive devices to address those needs.
     
    In grade 6, students practice the art of rapid prototyping through computer-aided design (CAD). They utilize Tinkercad and 3D printing as they further develop their ability to design based on project requirements. They design, model, assemble and test an original 3D printed puzzle, and for their final project, an adaptive toy that could be used in occupational therapy.
  • Computer Science for Innovators and Makers

    In Computer Science for Innovators and Makers, grade 7 students take on the role of computer scientists and explore how technology can be a positive force in their lives and in the greater world. Students are introduced to the micro:bit and the coding platform MakeCode, which contains options for both block and line-based coding. Students meet four times per eight-day cycle for the first half of the school year.
     
    Students explore the relationship between computer programming and the physical world, wiring various sensors to the micro:bit microcontroller and gathering data about the effects of light, movement, pressure and other physical stimuli on their coding projects. Combining these skills and their own creativity, they design interactive games, colorful and musical displays, and data-gathering tools that utilize the micro:bit's inputs and outputs. 
     
    For their major projects, students design prototypes for physical computing projects that address authentic needs. Examples include wearable fitness trackers, home security devices and Bluetooth-enabled controllers. Students consider the physical constraints of the device in addition to its coded behavior as they craft and 3D-model solutions to these design challenges.
  • App Invention for Entrepreneurs

    In App Invention for Entrepreneurs, students in grade 8 develop their programming skills through the design of mobile apps.  Students meet four times per eight-day cycle for the second half of the school year.

    On MIT App Inventor, students are challenged to consider the on-screen and behind-the-scenes behavior of their app designs. They learn to design user interface elements, balancing appearance with accessibility as they test drive their creations on Android tablets. Throughout the first game design project, students learn to program the movement of player and computer-controlled sprites, delving deep into the code to manage the way score and time are tallied. They create their own artwork for buttons, sprites and backgrounds and learn to implement them into the gameplay.
     
    Student app designers then learn how mobile applications have and can be used for social good. They design an app that can track the spread of an infectious disease over time. They then research a topic that interests them, and design an app that would educate users and help them manage their own health and wellness. This course prepares students to design for a modern world with continued advancements in smartphone technology.

Upper School Program

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  • Entrepreneurship

    The entrepreneurship curriculum includes the following courses:
     
    • Design Thinking and Social Entrepreneurship
    • New Venture Startup
    • Entrepreneurial Leadership
    • Independent Study in Entrepreneurship
    Students learn the principles of design thinking with a focus on entrepreneurship as a way to be “a power for good in the world.” Design thinking is a human-centered approach to creativity and innovation that integrates the needs of society with the requirements for business success.

    Through dynamic discussions and engaging projects, students come to understand the mindset of entrepreneurs and how business can drive social change. Additionally, students explore the fundamental principles of finding inspiration, product/service creation and prototyping, implementation in the real world, and small-business operational skills.

    Through Carnegie Mellon University, qualifying students can earn transferable college credit and receive an official Carnegie Mellon University transcript while still in high school. Additional partnerships, including the University of Delaware's Horn Entrepreneurship program, provide opportunities for advanced study in innovation and venture creation. Through the school's partnership with Westchester Angels students observe entrepreneurs pitch real companies, hear investors evaluate investment opportunities and gain firsthand insight into how promising ventures are funded and grown. These experiences connect classroom learning with the real world, helping students understand how ideas are tested, refined and brought to market.
  • Engineering

    Our engineering curriculum includes the following courses:
     
    • Engineering Drawing and Design
    • Principles of Engineering
    Through individual and collaborative hands-on activities and project-based learning pedagogy, students solve open-ended problems that require planning, documentation, communication and other advanced professional skills.

    Masters’ engineering curriculum was developed through a partnership with Project Lead the Way, the nation’s leading provider of Science, Technology, Engineering and Mathematics (STEM) programs for schools, and the Rochester Institute of Technology. The curriculum is aligned with Common Core State Standards, Next Generation Science Standards and International Society for Technology in Education Standards.

    Through the partnership with the Rochester Institute of Technology, students can earn three college credits for each engineering course. 
  • Computer Science

    The computer science curriculum includes the following courses:
     
    • Advanced Topics in Computer Science
    • Advanced Topics in Computer Programming
    • Independent Study in Software Development
    Our curriculum enables students to practice problem-solving with structured activities and progress to projects and open-ended problems that require them to develop planning, documentation, communication and other professional skills. Problems aim for ground-level entry with no ceiling so that everyone in the class can successfully engage with the problems.
     
    The curriculum for Advanced Topics in Computer Science aligns with the AP Computer Science Principles Learning Objectives and Essential Knowledge statements. Advanced Topics in Computer Programming is offered in conjunction with Carnegie Mellon University and aligns with Computer Science Teachers Association Level 3B Objectives and with Next Generation Science Standards.

    Through the partnership with Carnegie Mellon University, students can earn four college credits in computer science.

Co-Curriculars

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More About the IEC

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  • Spaces

    • Classrooms equipped with the latest technology and collaboration suites for group work 
    • Six fabrication rooms (Robotics lab, traditional makerspace, woodworking shop, paint shop with paint room that has fume extraction technology, digital fabrication space, CNC/metalworking shop)
  • Tools

    • 3D printers with build volumes up to 5,000 cubic inches
    • 40-watt CO2 laser cutter and engraver 
    • 54" printer and cutter
    • UV-LEF flatbed printer for printing on metal, fabric, textured surfaces and curved objects
    • Computerized sewing/embroidering machines with 250+ stitches
    • MIG 215 MPi multi-process welder
    • 3'x3' CNC router
    • 4'x8' CNC plasma cutter
    • 4-axis CNC mill

The Diamond Challenge

The Diamond Challenge is the leading entrepreneurship competition for high school students, providing a platform for young people from around the world to solve pressing challenges while learning about entrepreneurship.

In 2026, The Masters School hosted The Diamond Challenge for the third consecutive year. Masters was one of only 18 Diamond Challenge Pitch Partners in the world. All Masters students in grades 9–12 are invited to participate in The Diamond Challenge — even if they are not taking courses in the IEC.
    • Two teams from Masters advanced to the Diamond Challenge Pitch Round in 2025.

News

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