AI hackathon at Hulme Grammar School inspires 100 Oldham pupils

Date published: 24 December 2025


Hulme Grammar School and its specialist innovation hub, the Brenda Mills Institute of Innovation and Technology (BMIIT), successfully hosted a high-energy 12-hour hackathon.

The hackathon brought together 100 talented pupils from schools across Oldham to tackle real-world challenges through technology and creativity.

The event marks a significant milestone for BMIIT - an institute established within Hulme Grammar School - cementing its position as a thought-leader in STEAM (Science, Technology, Engineering, Arts, and Mathematics) education.

By connecting the classroom directly with industry-standard tools and world-class mentorship, the hackathon demonstrated a new blueprint for bridging the gap between education and the modern digital workforce.

A core mission of the hackathon was to broaden horizons and ensure that the digital economy is accessible to all young people.

Rather than just teaching code, the event focused on dismantling barriers to entry in the tech sector, specifically championing participation and ensuring students from every part of the borough have the opportunity to engage with enterprise-level innovation.

By providing a platform for voices that are often underrepresented in STEAM, Hulme Grammar and BMIIT are committed to democratising access to high-level digital skills, ensuring that talent, not background, dictates a young person’s future.

Throughout the 12-hour challenge, students worked in teams to develop "AI-native" solutions for educational and community issues.

Using cutting-edge tools such as Google AI Studio and Lovable.dev, participants moved beyond theory to build functional prototypes.

Standout projects included:

· ExamNest (Ashton Sixth Form): A comprehensive revision hub that centralises all study materials and uses gamification to help students identify and target their academic strengths and weaknesses.

· Education Royale (Hulme Grammar Year 7 & 9): A high-engagement study game designed to make academic review interactive and competitive.

· Edu-Sync: A student dashboard featuring an integrated AI tutor and real-time study collaboration tools.

· Campus Guide: A digital solution designed to simplify school navigation and facility tracking.

· Safe Steps: An AI-powered child safety application designed to enhance security for students on their journey to school.

The primary students experienced their own "wow" moments during the day, using AI to instantly compose original songs and generate digital artwork, demonstrating the immediate creative potential of the technology.

Teams were supported by an elite panel of academic and industry mentors, including BMIIT Junior Fellows and distinguished Hulme Grammar alumni.

Mentorship was led by Phoebe Dickson, currently pursuing a PhD in Statistical Genetics at the University of Bristol, and George Spencer, who is completing a PhD in Machine Learning for Bioprocess Optimisation at Imperial College London.

Further expertise was provided by professionals from CTI Digital, Koderly, ADA College, and Purple, alongside Hulme alumni currently studying Natural Sciences at Durham University.

Gavin Wheeldon, CEO of Purple and Chair of Governors at Hulme Grammar School, said: "The level of innovation I’ve seen today has blown me away!

"It's clear that some of the solutions these teams developed could be turned into viable businesses tomorrow.

"Oldham is home to an incredible amount of young talent, and after seeing their creativity and technical skills in action, I am certain they have very promising futures ahead of them in the tech industry."

Cllr Mohon Ali, Oldham Cabinet Member for Education and Skills, added: "The hackathon at Hulme Grammar School is a fantastic example of our borough’s ambition in action, with over 100 pupils from across Oldham coming together to innovate and problem-solve.

"By fostering these vital digital skills, we are ensuring our young people have the tools they need to thrive and lead the way in Oldham’s growing future economy."

Adding to the day’s energy, students participated in "ungoogleable" questions to win spot prizes generously donated by AMEX GBT.

These high-tech rewards included computer monitors, wireless keyboards, bluetooth speakers, and top-of-the-range earbuds.

Challenges required pupils to engage with real-time data, such as correctly identifying that the primary school teams utilised a combined 650 Lovable AI credits to bring their visions to life.

Another challenge saw students guessing the number of steps Stephen Norbury, Head of Computer Science, walked during the 12-hour marathon - a staggering 31,000 steps.

The day concluded with a competitive pitch session judged by industry experts from AMEX GBT, Purple, Nominet, and Koderly.

Junior School Category:

· Winners: The Year 5 team from Christ Church, awarded a hands-on coding workshop for their entire class.

· Highly Commended: The Year 5 team from Hulme Grammar School.

Senior School and Sixth Form Category:

· Winners: Assheton Sixth Form for their project ExamNest, awarded a team pass to Bury Arcade, Europe’s largest arcade.

· Highly Commended: The Year 7 and Year 9 team from Hulme Grammar School for their project Education Royale.

The success of "Hulme Hack 25" signals a new era for the Brenda Mills Institute of Innovation and Technology as it continues to lead the way in preparing Oldham’s youth for a rapidly evolving, AI-driven world.


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