Program Future Ready Education: Design Career                                                             (Fun with STEAM) 

Methodology

Participants explore, tinker, and invent using videos, board games, card games for experiential, hands-on learning. After various sessions, students showed better understanding of topics. All activities are based on school curriculum that improve knowledge, engage, and encouraged students to raise thinking skills. That further develop growth mindset, leadership, decision making, and be a change maker. They become drivers of change, social innovators, and solution provider. 

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. Further, participants gain understanding to explore and design their career through real-life scenarios and project based learning. 

Technovation Girls for 2020:  To solve problem in their community

About Technovation: A global tech education nonprofit that empowers girls and families to become leaders, creators and problem-solvers.That offer two programs – Technovation Girls and Technovation Families – which bring kids and adults together to solve big problems in their communities.

Girls will change the world through technology.

  • Girls are curious, creative, and determined. Technovation Girls gives them the courage and tools to explore their ideas.

  • Girls will learn to build a mobile app, how to market it, and can submit it to our global competition.

You can amplify their voices

  • Volunteer your time to support girls' learning. Join our network of people changing girls' lives through education.

  • Mentors guide girls' learning, Ambassadors build learning communities, and Judges provide feedback to help girls continue learning. Find the role that is the best fit for you.

Eligibility for participation (students)

Any girl or young woman (ages 10-18) interested in Technovation Girls is eligible to compete.

To join our competition, a girl must create or join a team on our online platform, have a parent/guardian sign the consent form and meet the following Student Participation criteria:

  • All students must be between the ages of 10 to 18 as of August 1, 2020.

  • All students must identify as female. No males can enter the competition.

  • Teams are composed of 1 to 5 students. Students can only join 1 team.

  • Competition Divisions are based on the age of the oldest student on the team.

Key Dates for 2020 Season

  • Official Launch: January 14, 2020 (recommend starting in January to have a full 12 weeks to work on your project

  • Registration Deadline: March 16, 2020 - The last day to formally register a team. 

  • Submission Deadline: April 20, 2020 at 19:00 UTC

  • World Pitch: August 2020

 

For more information please check the Link

LEARN. PLAY.  GROW. INTELLIGENT

Prepare Your Child for the 21st Century Skills through STEAM Maker Fest with hands-on, Game based Learning

 

Short-Term Programs with different duration - Summer, Winter from 2015 onward for Children (Aged 8+) to Learn, Transform in a Fun way

 

By Educators, Engineers, Researchers with international experience - 20 yrs+ worked as HOD, Dean, Scientist having qualifications such as PhD, MS, MBA, BE from institutions FRI, BITS, MNNIT, UNESCO-IHE

 

       International Tie-ups, Awards, and Certification from Govt. of India

       

      Time:  09:00 AM to 06:00 PM (2 Hrs. per day for five days a Week)

      

Specialties:

Improve child communication skill,

Critical thinking, imagination, creative writing, Storytelling

Enhance classroom performance & presentation skill

Develop growth mindset 

Encourage Out-of-the-Box thinking

Hands-on activities, games, and Curriculum based

      

Limited batch size for Interactivity & Learning

Partner with Designathon Works, The Netherlands for Global Children Designathon (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.

Creative Writing Study

Conducted creative writing experimental study with students to acquaint them with new tools of expressing themselves. Students from different schools of Dehradun participated such as St. Joseph Academy, Brightlands, Doon International. This study was done in collaboration with faculty and researcher in University of Madeira, Portugal in Mar.,2015. - Publication in INTERACT 2015 Workshop

 

 

Design Career using 21st Century Skills, STEAM

“Create, play, learn, and present to satisfy curiosity for incremental innovations to solve current problems together and just with All.”

Anant Bhaskar Garg, Director

Why Student and Youth needs New Age Skills

  • UNICEF Study: 50 % of Indian Students don't have 21st Century Skills required for Jobs 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.