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.
A Reusable Resource that can be used by the School for Years
(*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 |
As Entrepreneurs we start by selecting the domain which excites them the most.
Finding & Understanding the pains and gains of the users, i.e., get a holistic view of their surrounding. (Researchers - mapping the opportunities around them)
Scouting for problems and/or possibilities by performing market research (primary research), understanding user experience and user journey through different tools and techniques.
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.
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)
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)
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
Create Marketing Collaterals i.e. posts, leaflets so as to sell and get feedback.
Then Pitching their StartUp product / service i.e., simulation of how a StartUp product / service is presented (Great Presenters), in order to raise funds.
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)
On the way they will nurture a team where each team member plays an apt & important role, complimenting each other (Developing Organizational Skills)
They will learn how to put their point of view, as well as listen to and appreciate others (Sensitive Leaders)
Explorra StartUp and Entrepreneurship Orientation Game 101 is a result of a decade long global study.
Three levels of research were undertaken,
The Game is not only an Orientation to StartUp, Entrepreneurship, but also promotes problem solving, decision making & original thinking abilities. It also inculcates many traits such as:
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.
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