Are range of programs that run inside the school premises. These programs run through the following three engagements,
Objective of the INNOVATION LAB
To inculcate and nurture a spirit of innovation and entrepreneurship at an early age
through various tools, techniques, processes, culture
using design and scientific pedagogy that
leads to innovation and innovative thinking
resulting into prototype of products and services including technological, scientific, social, cultural, economic, life etc that are aptly shared and reflected upon.
Innovation Lab will help children to be,
Several subjects offered are mentioned below; however, emphasis in the initial years is upon Design 4 School, Innovation 4 School and, Digital Media 4 School, Scholastic Education 4 School.
The five thrust areas we focus upon are:
1. Introducing purpose to the learning (Why we do anything?)
2. Providing a meaning to the learning (What is the meaning? – Conceptual / fundamental learning)
The approach is Cyclical Learning-Thinking-Doing using design pedagogy. Design pedagogy helps in holistic development - nurturing both design and scientific temperament.
These programs derive their strength from the fact that they have been developed as comprehensive ‘Subject’ curriculum rather than individual educational interventions, such as, activities, workshops, competitions, books, Tool kits, reason so as to instill them as a MUST for surviving and succeeding rather than extracurricular or co curricular activities, material etc. This is for the sole re.
The subject ranges from Grade: 3rd to 10th (Age 9-16 years).
The Nine new age education building blocks are delivered in the Phase I through Assignment, each assignment comprises of the following 6 steps that also make up for sessions in schools. In the Phase II mini projects are introduced, similarly the level of difficulty keeps in compounding in the subsequent phases with introduction of projects.
These six steps include,
Step 1: Understanding (Observing & Planning)
Step 2: Creativity (The 8 ways) & Creation (Learning by DOING)
Step 3: Excellence – Observation, Analysis, Synthesis, Refinement
Step 4: Observation, Presentation & Self Evaluation
Step 5 : Is optional i.e. providing home work that can take a student to next level
Step 6 : Game for better understanding, Introspection & Question-Answers happens after two building blocks are covered.
Innovation Subject Grade : 7th to 10th (Age 13-16 years)
In Phase I the emphasis here is upon Innovation: The Curriculum introduces children to useful frameworks, concepts, processes, tools and techniques through hands-on individual and group projects. These projects encompass tangible products, as well as, intangible communication and services.
This learning by doing approach helps in developing an aptitude for understanding, ideating, analyzing, synthesizing, researching, creating and expressing. Encouraging children to work and express through material, media & technology.
In some schools the nine new age education building blocks delivered through Design 4 School Subject are integrated for deeper learning.
The two options,
Trimester 1: Innovation Project (Tangible)
Trimester 2: Innovation Project (In tangible)
Trimester 3: Refinement & Exhibition
OR
Trimester 1: Design Sensitization (9 New Age Education Building Blocks/Chapters)
Trimester 2: Innovation Project (Tangible / In tangible)
Trimester 3: Refinement & Exhibition
Sample, one of the ways in which Innovation 4 School subject is covered as sessions in school. There are several other ways depending upon the exhaustiveness and level of difficulty chosen.
Specially designed programs for Engineering & Management Streams stem from new age requirements of these professions. The very meaning of these professions and their engagement with real world has drastically changed. This needs a fresh educational intervention. Design leading to innovation is the proposed solution.
Whereby concepts of research based on empathy as well as self awareness, idea generation by using critical, lateral and divergent thinking, rapid prototyping (iterating) and failure as a way to success, networking and enthusing others so as to build meaningful teams, unique concept
testing techniques for niche and global markets, intellectual property knowhow and knowledge management tools, help engineers and management professionals to connect better with their new roles in both local and global economies.
Similarly, for colleges and corporate; programs and workshops in these domains have been initiated, Design Driven Innovation, Design foundation, Engineering foundation, Creativity, Communication, and, leadership.
Age Group: 3 years to 6 years
Age Group: 3 years to 6 years - Learning Outcomes
Age Group: 7 years to 15 years
Age Group: 7 years to 15 years - Learning Outcomes
Age Group: 15 years and above