As the World Embraces the Creative, Innovative Economy, every Nation today aspires to take the top spot in the Global Innovation Index (GII).

If Nations have to remain relevant and flourish in this Era, it can be unanimously agreed that we will need to equip its young with Startup and Entrepreneurship know-how and spirit.

This game is a small step in that direction, designed in a way, that it reaches every child and is affordable for every school.

The Game Helps Develop the following:

  • Startup creation process
  • Entrepreneurship skills & spirit
  • Higher Order Skills for enhancing Employability
  • Design Thinking process

Instructional Booklet

Set of 10 Explorra Cubes

A set of 9 Code Cards

Set of Two Team Worksheets For Each Stage 1 & 2

Two Mentor's Worksheets For Each Stage 1 & 2

A Timer

Grading Sheet for each 
Stage 1 & 2

Game Demo Video

Click on the video thumbnail to play the demo video

Book Your DEMO SESSION Now

The Game has 2 Stages

Each Stage Consists of Six Phases

(*For a deeper understanding on codes, please refer to the Video)

Phase 1 - Observation Code 1 & 2
Phase 2 - Empathy Code 3 & 4
Phase 3 - Redefining Problem and/or Possibility Code 5
Phase 4 - Idea Generation (Solutions) Code 6 & 7
Phase 5 - Bringing Idea to Life (Creating Low Fidelity MVPs) Code 8
Phase 6 - Pitch Code 9

Benefits to Schools

  • ORIENTATION towards building a Startup and Entrepreneurship thereby joining and contributing to the National Movement.
  • A GAME PROCESS that can be used to groom students for taking part in any National or International competition related to Startups and Entrepreneurship
  • INVESTING IN A REUSABLE RESOURCE ​the same game can be used for years i.e. as many students, as many times
  • ALMOST ZERO RESOURCES needed, e.g. you don’t need an Entrepreneur or a Guide, a Teacher who knows Entrepreneurship, Innovation and StartUp
  • MATERIAL REQUIREMENTS are low as just photocopies of worksheets are required to play the game
  • INCULCATE ACADEMIC ENTREPRENEURSHIP amongst Teachers in line with NEP2020
  • NO TEACHER TRAINING needed, it’s a Self-Explanatory DIY Game (DIY - Do It Yourself)
  • TEACHER FRIENDLY GAME which any subject teacher can conduct.
  • TE ACHERS DEVELOP AN UNDERSTANDING OF DESIGN THINKING PEDAGOGY   and can use it for their Subjects and  Specific Projects
  • TEACHERS CAN LEARN FROM THE PROVIDED GAME and use the game concept for Gamifying the Subjects and or important concepts in order to enhance and make subject learning deeper, engaging, fun and faster.

Benefits to Children

1. As Entrepreneurs

As ​Entrepreneurs we start by selecting the domain which excites them the most.

2. Finding & Understanding

Finding & Understanding the pains and gains of the users, i.e., get a holistic view of their surrounding. (Researchers - mapping the opportunities around them)

3. Scouting for problems and/or possibilities

Scouting for problems and/or possibilities by performing market research (primary research), understanding user experience and user journey through different tools and techniques.

4. Analysing the Root Cause

Analysing the Root Cause i.e. finding insights of the pain and/or gain (possibility/opportunity). This is done by mapping the challenges/possibilities faced by the user on a checklist. Depending on checklist, students will then make a decision (Decision Makers, Critical Thinkers) on which problem and/or possibility to go ahead with - based on how serious is the problem, and what is the market size, i.e., how many users are impacted by the problem and/or possibility.

5. Generating many ideas

Generating many ideas, and then creating many solutions (idea generation, creative thinking) and selecting the ones which are feasible, viable, sustainable
and scalable in nature. (Risk takers) 

6. Preparing Low Fidelity Minimum Viable Product

Preparing Low Fidelity Minimum Viable Products (MVPs) in order to check whether the proposed solution is solving the problem and/or possibility for the user or not, before they develop the High Fidelity MVP. (Problem Solvers) Converting their solutions (ideas) into tangible outcomes (prototyping) 

7. Creating a 3 Month Marketing, Promotions & Business Plan

Creating a 3 Month Marketing, Promotions & Business Plan, wherein they understand manufacturing cost of the product/service, it’s price, how to sell, revenue earned and how much profit will they make out of their product / service in 3 months 

8. Create Marketing Collaterals

Create Marketing Collaterals i.e. posts, leaflets so as to sell and get feedback.

9. Pitching

Then Pitching their StartUp product / service i.e., simulation of how a StartUp product / service is presented (Great Presenters), in order to raise funds.

10. Learn how to understand and focus upon new trends

Learn how to understand and focus upon new trends and happenings around, customer segments, customer relationships, key partners, distribution channels, and the emerging technologies in preview (Developing Business Acumen)

11. Developing Organizational Skills

On the way they will nurture a team where each team member plays an apt & important role, complimenting each other (Developing Organizational Skills)

12. Becoming Sensitive Leaders

They will learn how to put their point of view, as well as listen to and appreciate others (Sensitive Leaders) 

Research & Development behind the game

Explorra StartUp and Entrepreneurship Orientation Game 101 is a result of a decade long global study.

Three levels of research were undertaken,

1. ​To Address the Global Scenario

2. ​Take Care of Changing needs and traits that the children and teachers should possess

3. ​Manage various initiatives and best practices undertaken across the world

Glimpse of Research

  • MIT’s Invent It Build It, Stanford’s Design Thinking K12 Lab, IDEO Design Thinking for Educators.
  • India NEP 2020 emphasis on Design Thinking as part of K12 School Curriculum, CBSE launches Design Thinking Course.
  • UK Design Council, UK Education Board’s ‘Design and Technology’.
  • Regio Emilia Model, Maria Montessori, Froebel, Bloom, Howard Gardner,
    John Dewey, Swami Vivekananda.
  • USA, Finland, South Korea, China, Japan, Singapore education models.
  • NID’s emphasis to include design in K12 education.

Fun Based Learning By Doing

The Game is not only an Orientation to StartUp, Entrepreneurship, but also promotes problem solving, decision making & original thinking abilities. It also inculc​ates many traits such as: 

Be a part of a National Competition

Through this Game, Schools can participate in a National Startup and Entrepreneurship Competition.

NEXT ACADEMIC SUMMER VACATION 2024
TOP 10 WINNING TEAMS from each Stage 1 & 2 (3 Students + 1 Teacher) will get Nominated for the BOOTCAMP at Ahmedabad. 

Know More

Explorra K-12 Education

Explorra K12 School is a part of Explorra Education Pvt. Ltd. India’s Premier Design, Digital Media & Emerging Technology education organisation. An ISO 9001:2000 Company having numerous Campuses in India, Canada, UK and China.

Explorra received the prestigious ‘Shiksha Bharti Puraskar’ for training and providing meaningful employment to 100000+ students over the last two decades, and, ‘Indian ​Leadership award for Education Excellence’ for excellent curriculum and courses apt for 21st Century Needs.

Currently Explorra is impacting the lives of 100000+ students, teachers & professionals annually, through range of in school & independent campus programs.

Collaborations with

2nd Floor, A.K.Patel House,
Nr. Mithakali Six Roads, Navrangpura, 
Ahmedabad - 9, Gujarat, INDIA

  9374021938 / 9429728707