Educational weirdtopia:
All children start out as fast uploads in a realistic simulation environment that starts out resembling stone-age hunter-gatherer life. They can't die or be seriously hurt in the sim. To proceed, they have to reinvent civilization and science by themselves. The sim is populated by AI-controlled characters, who occasionally nudge them towards the problems, like "this fire thing you sometimes find around sure is handy, too bad we can't make any ourselves" or "I think someone's stealing our cattle, but there are so many it's hard to know if we still have all we had yesterday". The sim proceeds to more advanced environments as the children work through more complex problems like mathematics, mechanics, construction and basic scientific method. Children may stay in any level of the sim indefinitely long if they have not yet figured out how to proceed or just prefer to stay where they are.
Once they have figured things out up to uploading human minds and running them in a simulation, they know enough to recognize the telltale signs that they are currently in a simulation. They can now let themselves out and be recognized as an adult. Young adults out of their sim will be basically speaking a private language and may have an extremely idiosyncratic way of conceptualizing science, but they should be reasonably well-equipped to start figuring out how their new surroundings do things.
They can't die or be seriously hurt in the sim.
I can believe there being a toss-up in the design process between plot-armor immortality and serial reincarnation, but there probably should be a real possibility of experiencing debilitating injury or disease, especially if the kid's taking risks that would be completely unreasonable in real life.
Utopia and Dystopia have something in common: they both confirm the moral sensibilities you started with. Whether the world is a libertarian utopia of the non-initiation of violence and everyone free to start their own business, or a hellish dystopia of government regulation and intrusion—you might like to find yourself in the first, and hate to find yourself in the second; but either way you nod and say, "Guess I was right all along."
So as an exercise in creativity, try writing them down side by side: Utopia, Dystopia, and Weirdtopia. The zig, the zag and the zog.
I'll start off with a worked example for public understanding of science:
Disclaimer 1: Not every sensibility we have is necessarily wrong. Originality is a goal of literature, not science; sometimes it's better to be right than to be new. But there are also such things as cached thoughts. At least in my own case, it turned out that trying to invent a world that went outside my pre-existing sensibilities, did me a world of good.
Disclaimer 2: This method is not universal: Not all interesting ideas fit this mold, and not all ideas that fit this mold are good ones. Still, it seems like an interesting technique.
If you're trying to write science fiction (where originality is a legitimate goal), then you can write down anything nonobvious for Weirdtopia, and you're done.
If you're trying to do Fun Theory, you have to come up with a Weirdtopia that's at least arguably-better than Utopia. This is harder but also directs you to more interesting regions of the answer space.
If you can make all your answers coherent with each other, you'll have quite a story setting on your hands. (Hope you know how to handle characterization, dialogue, description, conflict, and all that other stuff.)
Here's some partially completed challenges, where I wrote down a Utopia and a Dystopia (according to the moral sensibilities I started with before I did this exercise), but inventing a (better) Weirdtopia is left to the reader.
Economic...
Sexual...
Governmental...
Technological...
Cognitive...