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School Education

  • UNICEF Study: 50 % of Indian Students don't have 21st Century Skills required for Jobs and around 15 Crore school students lack job skills by 2030 published in 2019

  • 21st century skills such as critical thinking, inquiry based learning, collaboration, communication, SDGs, sustainability, and hands-on learning are missing in school educational institutions.

  • School education system require maker spaces, DIY (Do it Yourself), smartphone, tablets, relevant software, and computers for successfully implementing STEAM education. 

Higher Education

India Skills Report 2020

  • Report states that students need to build an attitude of learning, gaining knowledge, make decisions in the face of uncertainties, and new challenges of the 21st century.

  • 65% of students need support on skills training & internship opportunities.

  • 94% of students believe that the apprenticeship of 3-12 months will improve their employability to a great scale

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.

  • 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.

 

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, girls, 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 covering basic computing skills. 

Mobile App Development: Mobile App design, development training for school, college students, especially girls from under-resources background in partnership with the Technovation using MIT App Inventor and Scratch Platforms. Some Apps already published on the Google Play Store. Research on usage of computer, mobile with different abilities and environment.

Science, Technology, Engineering, Arts+Design, Mathematics (STEAM)

Program Future Ready Education: Design Career (Fun with STEAM)Preparing Youth as per their Career Exploration building their Curiosity, 21st Century Skills to turn them into Maker, Inventor using STEAM. Developing Exploration in young ones as Caterpillar (Tinker Tots), Age 8 - 11, Curiosity in teens as Chrysalis (Makers), Age 12 -14, 21st Century Skills in youth as Butterfly (Inventors) Age 15-19 to be budding Engineer, Architect, Designer, Doctor, Scientist, Educator, Communicator, Agriculturist using create, play, learn, and present Design cycle through Hands on activities, Project, game based Learning to develop Growth mindset. 

 

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

Partner with Designathon Works, The Netherlands for GCD 2019 held in the Dehradun at the HRDEF’s campus. Students learned about design and do-it-yourself methodology. The event main focus was on zero hunger, climate action, food wastage, land use (SDG 2, 3, 12, 13, 15). Students developed various prototypes with creativity, innovation from support of facilitators, mentors. They presented their work with joy and insight using design, technology in a Maker way. The power of the Designathon method lies in the combination of scientific knowledge, creative thinking, world problems, making and reflecting.

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