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Games and Hands-on Activities for Future Ready Maker Education in 21st Century

location_on India

Preparing Youth as per their Career Exploration building their Curiosity, 21st Century Skills to turn them into Maker, Inventor using STEAM

We address quality practical education gap through developing Games, Hands on activities, Project based learning for Growth mindset, and workforce future ready. Our approach develop Exploration in young ones as Caterpillar (Tinker Tots), Curiosity in teens as Chrysalis (Makers), 21st Century Skills in youth as Butterfly (Inventors) to be Future Maker in 21st Century for Sustainable Living.



HundrED shortlisted this innovation

HundrED has shortlisted this innovation to one of its innovation collections. The information on this page has been checked by HundrED.

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Target group
Students upper
August 2023
Create, play, learn, and present to satisfy curiosity for incremental innovations to solve current problems together and just with All. It will bring Education Transformation through STEAM, skill development, Sustainable Schools, and Maker way.

About the innovation

Why did you create this innovation?

50 % of Indian Students don't have 21st Century Skills required for Jobs by 2030. Critical thinking, curiosity, collaboration, communication, SDGs, sustainability, and hands-on learning are missing in education. We require makers, DIY approach for STEAM as it is important for student’s employability and social development. But our curriculum misses this, thus our youth facing several challenges.

How does your innovation work in practice?

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 youth's skills such as 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.

Research Short Paper: https://tinyurl.com/26wa9wcd
Blog: https://tinyurl.com/yckpfrzd

How has it been spreading?

Games and Hands-on approach encourage exploring surroundings and build teamwork skill to understand basic Science of Sustainability with STEAM. We signed a MoU with Department of School Education, Government of Uttarakhand for implementing 21st Century Skills and Sustainable School program in 30 schools in 2019-20 to empower students and 32 schools in 2022-2025. Apart from these we are conducting online events, courses, and workshops.

UN HLPF Side Event 2022: https://tinyurl.com/2y64w5sp | 2021: https://tinyurl.com/5b49kp7p | 2023: https://tinyurl.com/yw3s3f6a
#TeachSDGs Blog: https://tinyurl.com/4fvpcsz6
App Inventor Foundation Article: https://tinyurl.com/ytpm4cmy
Apps @ Google Play Store: https://tinyurl.com/4z7s2pk7

If I want to try it, what should I do?

Schools, teachers, individuals can write to us for workshops, teachers training, student development opportunities. We will provide various games and hands-on kits for further distribution, and please contact us at manishag@hrdef.org

Apps @ Google Play Store: https://tinyurl.com/4z7s2pk7

Implementation steps

Contact Us
Government education departments, Institutions, Schools, Principals, Teachers, Parents, Students can contact us for more details, workshop, and engagements,
Orientation: Know each other
Teachers' and Students orientation program to implement in school. Partnership with School
Join Us
Educators, College youth can join as Volunteer, Mentor, Intern, Member, Donor Explore collaboration opportunities,
Mode and Funding
Participants can join program Online and offline. Volunteers and Funding required for schools implementation.

Spread of the innovation

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