Opportunities of the future will be in the field of Science, Technology, Engineering, (Arts) and Mathematics. Smartivity Labs is dedicated to inspiring, encouraging and grooming children between 3-14 years of age into future inventors, designers and makers.
Smartivity: STEM Education Through Play, For Impact
1.
2. STEM FOR GIRLS
CONCERNS
PRACTICABLE SOLUTIONS
INTRODUCING ROLE MODELS
• AR INITIATIVES - IN THE KIT
• AR INTIATIVES - PUBLIC SPACES
• WOMEN IN STEM - THE STORY BOOK
ON-GROUND COLLABORATIONS
STEM CONSTRUCTION SETS FOR GIRLS
GENDER AGNOSTIC PRODUCTS
SMARTIVITY LITE - STEM FOR SOCIAL IMPACT
DIFFERENTIAL PRICING
DUAL CHANNEL APPROACH
• INSTITUTIONAL SALES
• RETAIL SALES
THE SCOPE
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3.
4.
5. Women’s participation in STEM should be encouraged from primary
school level rather only in higher studies.
Prof. Rohini Godbole, Indian Institute of Sciences
There’s still a lot of systemic problems that we face in STEM fields,
with getting girls into the fields, which just starts with a gender bias
at a young age. When you look at gender toy isles, most of the boys’
toys are geared toward building and Lego and connects and that
sort of stuff, and you don’t see that as much with girls’ toys. We
really need to continue thinking about how we gender careers and
education paths, and make all careers more accessible to all genders.
Sam Maggs, Author, Wonder Women
6. Prevalent Social Biases + Lack Of Encouragement
Discriminatory Design and Promotion of Products
Absence Of Visible Role Models
Burdening With Dual Responsibilities - Domestic and Professional
Robbing Of Credit By Males
CRITICAL CONCERNS
7. Motivation Through Inspiring Offerings
Gender Agnostic Design and Promotion
Promote Female Role Models Through Platforms and Initiatives
Empower Girls To Display Their Mettle & Pursue Their Passion
Encourage Women In STEM Through On-Ground Partnerships
PRACTICABLE SOLUTIONS
8. PROMOTING ROLE MODELS
• Augmented Reality Enabled Gifts
Shared Through Smartivity Product
Packs Including Scannable School Bag
Tags, Badges, etc.
• Augmented Reality Enabled Educational
Posters That Can Be Put Across Schools,
General Stores That Educate Children
About The Women in STEM
9. STEM ROLE MODELS: THE BOOK
Audience: Children between 3 to 7 years
of age
Buyers - Conscious Parents (Mothers)
No. of stories: 15
Supporting Art: Illustrations/Photos
WOMEN
WHO
SHAPED
THE
WORLD
10. STEM ROLE MODELS: THE BOOK
Traditionally, both DIY and STEM are
"considered" boys' categories.
We beg to differ.
This book is our effort at changing this
mindset.
We want to inspire young girls to think of
themselves as creators, innovators,
makers.
As builders of the future.
Mode Of Distribution: FREE! Through
Retail, Digital and Schools
ADA LOVELACE
The PIONEER
PROGRAMMER
BIRTHDAY:10December1815
DEATHANNIVERSARY:27November
1852
ADALOVELACEwasanEnglish
mathematicianandwriter,chiefly
knownforherworkonCharles
Babbage'sproposedmechanical
general-purposecomputer,the
AnalyticalEngine.Shewasthefirst
torecognisethatthemachinehad
applicationsbeyondpure
calculation,andcreatedthefirst
algorithmintendedtobecarried
outbysuchamachine.Asaresult,
sheisoftenregardedasthefirst
11. ON-GROUND PARTNERSHIPS
• Establishing Collaborations With
Partners Working In The Field of
Empowering Girls Towards STEM
Careers.
• Providing Partners With Custom
Designed Kits To Reach Out To Their
Audience.
12. • Designed Specially for Girls
• STEM Construction Projects with Electronics and Electrical
Components
• Moving Parts, Dynamic+Imaginative Gameplay
• Analytical, Creative and Practical Skill Development
13.
14. • Gender Agnostic Design
• Mascot: Ria, the STEM Expert
• Complex, STEM Fundamentals Translated Into Fun Games/Toys
• Analytical, Creative and Practical Skill Development
15.
16. • Gender Agnostic Design
• Complex, STEM Fundamentals Translated Into Gamified Learning
• Analytical, Creative and Practical Skill Development
17. • The Most Fun Approach To Coding and Computational Thinking
• Gender Agnostic Design
• Complex, STEM Fundamentals Translated Into Gamified Learning
• Structured, Milestones-based Learning Track
19. 1. Smartivity STEM Educational DIY Toys, Specially Repackaged For
Accessibility To Low-Income Consumers.
2. Delivered As Activity Pack Without Retail Box Packaging Frills.
3. 40-50 Per Cent Price Reduction in Retail MRPs (Hypermarkets
and non-Premium toy stores as channels)
4. 70 Per Cent Price Reduction for Institutional Sales (Direct-To-
Schools channel)
5. Designed For Two Channels and Audience Sets
• Classroom Packs Designed For Institutional Sales
• Low-Price Individual Packs Designed For Retail Sale
6. Optimised Prices, Same Innovative ‘Smarter Learning’ Experience
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DESIGNED FOR IMPACT
20. 1. Classroom Packs consisting of
A. Student Pack
B. Mentor Pack
2. Projects Mapped To Curriculum
3. Structured Implementation Program
4. 10 projects Per Grade Per Year K1 - K10
5. Average Price Of INR 200 Per Project For Institutional Sales and
INR 300 Per Project For Retail Sale (Retailer Margin)
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THE CLASSROOM PACK
21. Every Student Activity Pack to contain:
• All components required to assemble the project
• Full-Colour Instruction Booklet on standard paper
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THE STUDENT PACK
22. Mentor’s Pack to contain
• All components required to assemble the project
• Full-Colour Instruction Booklet on premium paper
• Learner’s Log
• Teacher’s Module:
• Concept Explanation Guide
• Curated Video References
• Project Discussion Guide
• Additional Activities
• Assessment Quizzes
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THE MENTOR PACK