Problems in Education:
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Challenge of quality education to all reaching to economically challenging students.
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Educational institutions need emerging trends in STEM / STEAM for students to be innovator, maker, employable,
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The term STEM is an acronym for Science, Technology, Engineering and Mathematics and A in STEAM is for Arts+Design.
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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.
Our Approach / Solutions
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Quality Education to creating awareness on sustainability, Sustainable Development Goals (SDGs) using STEAM (technology) Courses, and Training. Games are effective tool for students, youth, and everyone for building knowledge of complex concepts. Research shows how games, hands-on learning are effective tools for understanding of STEAM, learning of sustainability, and 21st Century life skills.
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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?
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Students use HRDEF toolkit and other resources for experiential learning. These games, hands-on activities made possible difficult concepts to understand by students.
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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.
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.
Technovation Girls for 2024: To solve problems in their community | For more details, click on the link, and sign up
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
School Education: Why Student and Youth need New Age Skills
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UNICEF Study: 50 % of Indian Students don't have 21st Century Skills required for Jobs by 2030 published in 2019
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21st century skills such as critical thinking, inquiry-based learning, collaboration, communication, SDGs, sustainability, and hands-on learning are missing in school educational institutions.
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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
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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.
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65% of students need support on skills training & internship opportunities.
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94% of students believe that the apprenticeship of 3-12 months will improve their employability to a great scale
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.
Further, participants gain understanding to explore and design their career through real-life scenarios and project-based learning.
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: 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)
Limited batch size for Interactivity & Learning