Educational Design
STEAM Pedagogical Aids: Educational Design Framework


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
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:
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.
Prototyping 'Highlights'
Innovative solutions for modern education.
Craft Kit
Lo-fi prototype

Final 'Solution'
Kit Components & Their Linkages
Recyclable materials, water-based pigments, bilingual (Gujarati/English) instructions.
Key 'Impact'
Boosted engagement, confidence, and critical thinking through culturally rooted, hands-on STEAM learning.
Key 'Learnings'
Designing offline, culture-driven tools can make STEAM education more engaging and inclusive.
Next 'Steps'
Expand kit content, integrate renewable energy modules, and scale statewide distribution.
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.

