Science and Innovation Park - SIP of TPIS



A collaborative community center built with the goal to develop a robust and innovative community, passionate about growing Malaysia’s technology and talent pipeline.




To see all youth as active contributors to the social and economic well-being of the societies in which they live.



We aim to provide the state-of-the-art learning facilities, up-to-date training courses, Tech-Talks and educational hackathons featuring technology experts, practitioners and entrepreneurs best practices; to learners from diverse backgrounds, including teachers, school age children (from age 8 upwards), university students and members of the community interested to become the driving force of a diverse economy based on innovation and the revolutionary technology and equip them with the skills needed to explore and practice THE TWELVE PILLARS OF THE TECHNOLOGICAL ADVANCEMENT and be ready for any futuristic transformations.



STEAM refers to Science, Technology, Engineering, Arts, and Mathematics. These educational aspects are the fundamental roots for the development of a student’s soft and hard skills. The addition of Arts into STEM would implement a dynamic relationship between learning natural sciences and visual arts. It branches the creativity aspect of a student that can help illustrate their ideas and constructive innovations. This can also encourage teamwork in class by sharing own creativity, developing critical thinking in problem solving, and enhancing communication skills further.


Innovation in education encourages teachers and students to explore, research and use all the tools to uncover something new. It involves a different way of looking at problems and solving them. The thinking process that goes into it will help students develop their creativity and their problem solving skills. It encourages learning, inquiry, exploration, and risk-taking.

Universal Creative Process

  1. Identify a Goal, Wish or Opportunity: A sense of interest that leans towards completing a certain achievement individually or by group.
  2. Gather Input and Insight: Complete our understanding and knowledge of the subject by obtaining information on it.
  3. Clarify the Challenge: Pointing out a problem that had emerged from the subject or an unanswered question.
  4. Generate Ideas: From previous research on the subject, use its benefits in order to solve the initial problem.
  5. Prototype and Strengthen: Test and error an investigation to find the best fitting solution.
  6. Plan for Action: Clarify the specific actions that will be carried out to obtain the desired results.
  7. Implement and Evaluate: Merge its application to the focused state of affairs and assess its success and disadvantages.