Education Problems 

  • Indian education system is facing challenge of quality education to all reaching last mile to economically challenging students. Educational institutions are unable to keep pace with scientific and technological innovations and benefiting every student. Latest developments in STEM / STEAM are important for student’s employability and social development. The term STEM is an acronym for Science, Technology, Engineering and Mathematics and A in STEAM is for Arts+Design. Tech companies, Experts and many studies confirmed that future jobs will require knowledge in these fields.  Despite such importance, STEM/STEAM education facing design infrastructure, curriculum, guidance, and funding issues. School education system require maker spaces, DIY (Do it Yourself Tools), smartphone, tablets, relevant software, and computers for successfully implementing STEAM education. 

  • Indian government’s initiatives such as Make in India, Skill India, digital India to encourage manufacturing, technology usage and skill development in the country require STEM /STEAM as an essential and integral component of our education system. But studies show that we are not implementing them in our curriculum thus most of our young kids and youth are behind their counterparts globally. Moreover, 21st century skills such as critical thinking, inquiry based learning, collaboration, communication, SDGs, sustainability, and hands-on learning are missing in school educational institutions.

 

Our Approach

  • Our work focused on education, technology, and sustainability thus we are creating awareness on sustainability and Sustainable Development Goals (SDGs). Games are effective tool for students, youth, and everyone for building knowledge of complex concepts. Research shows how games and hands on learning are effective tools for integrating, understanding of STEAM, learning of sustainability and their importance in our life.

  • Our GOAL program covers SDGs, Climate Change, Food, water, 3 R, Waste, Global Citizenship. Biodiversity and other topics.  All activities are based on school curriculum that improve knowledge and encouraged students to raise thinking skills through What, Why and How approach:

  • What is the problem?    Why need to discuss?     How can we solve?   Students use HRDEF toolkit and other resources for experiential learning. These games, hands-on activities made possible difficult concepts to understand by students.

  • Beside this, we also motivate, guide children and youth from under-served group to learn different skills, to do open schooling for drop-outs, simultaneously practice and pick-up vocation interested to them.

Courses Training

Digital Learning Skill: Computer and ICT training for school, college students, women and senior citizen. Training for women and children living in the slum areas, Research on usage of computer, mobile with different abilities and environment

Fun with STEAM: Exploration for Caterpillar (Tinker Tots) - Age 8 - 11, Chrysalis (Makers) - Age 12 -14, Butterfly (Inventors) - Age 15-19 to be budding Engineer, Architect, Designer, Doctor, Scientist, Educator, Communicator, Agriculturist. Courses based on Science, Technology, Engineering, Arts+Design, Mathematics (STEAM) with Project based learning – create, learn, play and present & Hands on activities , games - Curriculum based that 

  • Improve child communication skill, critical thinking, imagination, creative writing, Story telling

  • Enhance classroom performance & presentation skill

  • Develop growth mindset, cognition, and brain

  • Encourage Transformation and Out-of-the-Box thinking