Educational Design

STEAM Pedagogical Aids: Educational Design Framework

Approach

Design Research, Educational Innovation

Domain

STEAM Education, Pedagogical Design, Learning Experience

Target Audience

Students aged 8–16 in urban and non-formal educational settings

Role

UX Researcher, Educational Designer

Approach

Design Research, Educational Innovation

Domain

STEAM Education, Pedagogical Design, Learning Experience

Target Audience

Students aged 8–16 in urban and non-formal educational settings

Role

UX Researcher, Educational Designer

Kala Pathshala is an offline STEAM learning kit designed for youth, blending Gujarat’s traditional crafts with hands-on science and art activities. The kit uses Lippan Art, Block Printing, and Mata-ni-Pachedi to make STEM concepts accessible, engaging, and culturally relevant for learners aged 8–16.

Kala Pathshala is an offline STEAM learning kit designed for youth, blending Gujarat’s traditional crafts with hands-on science and art activities. The kit uses Lippan Art, Block Printing, and Mata-ni-Pachedi to make STEM concepts accessible, engaging, and culturally relevant for learners aged 8–16.

By integrating storytelling, games, and tactile experiences, Kala Pāṭhśāla encourages creativity, critical thinking, and cultural awareness. It addresses gaps in conventional education, offering an affordable, screen-free alternative that fosters deeper engagement and practical skill-building in community spaces.

By integrating storytelling, games, and tactile experiences, Kala Pāṭhśāla encourages creativity, critical thinking, and cultural awareness. It addresses gaps in conventional education, offering an affordable, screen-free alternative that fosters deeper engagement and practical skill-building in community spaces.

The 'Challenge'

How might we give urban youth an offline, culturally rich STEAM experience that boosts engagement by at least 5% in one semester?

Project 'Brief'

Create a scalable STEAM kit and framework that integrates arts with STEM, encourages collaboration and critical thinking, and adapts to diverse learning environments all while remaining fully offline and affordable.


Design 'Process'

The seven stages of the design process

Design Process

Identification

Identification

Foundational research

Foundational research

Secondary research

Secondary research

Primary research

Primary research

reverse brainstorming

reverse brainstorming

Star bursting

Star bursting

SMART Problem statement

SMART Problem statement

Analysis

Analysis

Insights

Insights

Task Flow

Task Flow

Insight sorting

Insight sorting

User persona

User persona

User Journey

User Journey

ERAF Diagram

ERAF Diagram

Ideation

Ideation

Word Bank

Word Bank

Mind mapping

Mind mapping

Brainstorming ideas

Brainstorming ideas

what if?

what if?

Solution

Solution

concept representation

concept representation

PUGH metrics

PUGH metrics

Lo fidelity prototype

Lo fidelity prototype

Realisation

Realisation

Product prototype

Product prototype

Solution framework

Solution framework

Identification

Foundational research

Secondary research

Primary research

reverse brainstorming

Star bursting

SMART Problem statement

Analysis

Insights

Task Flow

Insight sorting

User persona

User Journey

ERAF Diagram

Identification

Foundational research

Secondary research

Primary research

reverse brainstorming

Star bursting

SMART Problem statement

Ideation

Word Bank

Mind mapping

Brainstorming ideas

what if?

Identification

Foundational research

Secondary research

Primary research

reverse brainstorming

Star bursting

SMART Problem statement

Solution

concept representation

PUGH metrics

Lo fidelity prototype

Identification

Foundational research

Secondary research

Primary research

reverse brainstorming

Star bursting

SMART Problem statement

Why It 'Matters'

Mainstream schooling often limits learning to lectures and exams, sidelining creativity, critical thinking, and local heritage.
Survey insights from 100 Ahmedabad students revealed:

+

75

%

prefer hands-on activities.

+

75

%

prefer hands-on activities.

+

75

%

prefer hands-on activities.

+

70

%

struggle to learn arts due to lack of tactile engagement.

+

70

%

struggle to learn arts due to lack of tactile engagement.

+

70

%

struggle to learn arts due to lack of tactile engagement.

+

29

%

want stories rooted in their own culture.

+

29

%

want stories rooted in their own culture.

+

29

%

want stories rooted in their own culture.

This highlighted a dual challenge scarce access to practical STEAM tools and declining awareness of regional crafts.

Concept 'Evolution'

User and educator voices drive the design.

Early Concepts

AR story scrolls, travelling puppet theatre, festival pop-up boxes.

Early Concepts

AR story scrolls, travelling puppet theatre, festival pop-up boxes.

Early Concepts

AR story scrolls, travelling puppet theatre, festival pop-up boxes.

Final Choice

DIY kit + board game + comic-strip trilogy—selected for affordability (₹ < 600/unit), tactile richness, cultural depth, and scalability.

Final Choice

DIY kit + board game + comic-strip trilogy—selected for affordability (₹ < 600/unit), tactile richness, cultural depth, and scalability.

Final Choice

DIY kit + board game + comic-strip trilogy—selected for affordability (₹ < 600/unit), tactile richness, cultural depth, and scalability.

Star Bursting the Problem

Understanding the Problem from different perspectives

Star Bursting the Problem

Understanding the Problem from different perspectives

Star Bursting the Problem

Understanding the Problem from different perspectives

ERAF System Diagram

Diagram and analyse Entities, Relations, Attributes, and Flow.

ERAF System Diagram

Diagram and analyse Entities, Relations, Attributes, and Flow.

ERAF System Diagram

Diagram and analyse Entities, Relations, Attributes, and Flow.

Prototyping 'Highlights'

Innovative solutions for modern education.

Craft Kits

Replaced fragile Lippan mirrors with safe reflective stickers.

Craft Kits

Replaced fragile Lippan mirrors with safe reflective stickers.

Craft Kits

Replaced fragile Lippan mirrors with safe reflective stickers.

Board Game

Added “Festival Bonus” squares to integrate cultural events with probability lessons.

Board Game

Added “Festival Bonus” squares to integrate cultural events with probability lessons.

Board Game

Added “Festival Bonus” squares to integrate cultural events with probability lessons.

Comic Strips

Simplified dialogues to 6th-grade level after learner testing.

Comic Strips

Simplified dialogues to 6th-grade level after learner testing.

Comic Strips

Simplified dialogues to 6th-grade level after learner testing.

Craft Kit

Lo-fi prototype

Final 'Solution'

Kit Components & Their Linkages

Recyclable materials, water-based pigments, bilingual (Gujarati/English) instructions.

Lippan Art Pack

Geometry & reflection → Inspired by Kutch mud–mirror craft.

Lippan Art Pack

Geometry & reflection → Inspired by Kutch mud–mirror craft.

Lippan Art Pack

Geometry & reflection → Inspired by Kutch mud–mirror craft.

Block-Printing Pack

Repetition & tessellation → Rooted in Gujarat’s textile heritage.

Block-Printing Pack

Repetition & tessellation → Rooted in Gujarat’s textile heritage.

Block-Printing Pack

Repetition & tessellation → Rooted in Gujarat’s textile heritage.

Mata-ni-Pachedi Pack

Natural dyes & chemistry → Narratives of the Mother Goddess tradition.

Mata-ni-Pachedi Pack

Natural dyes & chemistry → Narratives of the Mother Goddess tradition.

Mata-ni-Pachedi Pack

Natural dyes & chemistry → Narratives of the Mother Goddess tradition.

“Journey through Gujarat” Board Game

Probability & geography → Showcasing festivals, wildlife, and landmarks.

“Journey through Gujarat” Board Game

Probability & geography → Showcasing festivals, wildlife, and landmarks.

“Journey through Gujarat” Board Game

Probability & geography → Showcasing festivals, wildlife, and landmarks.

Comic Chronicles

Storytelling & creativity → Drawn from folk tales and ethical values.

Comic Chronicles

Storytelling & creativity → Drawn from folk tales and ethical values.

Comic Chronicles

Storytelling & creativity → Drawn from folk tales and ethical values.

STEAM Kit

Tangible tools designed to facilitate hands-on exploration of STEAM concepts

STEAM Kit

Tangible tools designed to facilitate hands-on exploration of STEAM concepts

STEAM Kit

Tangible tools designed to facilitate hands-on exploration of STEAM concepts

Key 'Impact'

Boosted engagement, confidence, and critical thinking through culturally rooted, hands-on STEAM learning.

+

29

%

On-task time

+

29

%

On-task time

+

29

%

On-task time

+

22

%

Confidence linking art & science

+

22

%

Confidence linking art & science

+

22

%

Confidence linking art & science

+

19

%

Critical thinking score

+

19

%

Critical thinking score

+

19

%

Critical thinking score

Key 'Learnings'

Designing offline, culture-driven tools can make STEAM education more engaging and inclusive.

Offline-First

Improves reach and focus.

Offline-First

Improves reach and focus.

Offline-First

Improves reach and focus.

Culture as Catalyst

Drives intrinsic curiosity.

Culture as Catalyst

Drives intrinsic curiosity.

Culture as Catalyst

Drives intrinsic curiosity.

Rapid Iteration

Keeps costs low and insights fresh.

Rapid Iteration

Keeps costs low and insights fresh.

Rapid Iteration

Keeps costs low and insights fresh.

Next 'Steps'

Expand kit content, integrate renewable energy modules, and scale statewide distribution.

Renewable Energy Modules

Introduce solar dye-printing and related experiments.

Renewable Energy Modules

Introduce solar dye-printing and related experiments.

Renewable Energy Modules

Introduce solar dye-printing and related experiments.

Facilitator App

Enable adaptive challenges for diverse learners.

Facilitator App

Enable adaptive challenges for diverse learners.

Facilitator App

Enable adaptive challenges for diverse learners.

Statewide Scale-Up

Distribute 1,000 kits via Atal Tinkering Labs.

Statewide Scale-Up

Distribute 1,000 kits via Atal Tinkering Labs.

Statewide Scale-Up

Distribute 1,000 kits via Atal Tinkering Labs.

Conclusion

A replicable model for future-ready, meaningful education.

STEAM Pedagogical Aids demonstrates how user-centered, research-driven design can make learning hands-on, interdisciplinary, and culturally relevant preparing students for the demands of tomorrow’s world.

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