Description
Interactive and engaging game-based learning is no longer a fringe idea—it is a central recommendation of the National Education Policy (NEP) 2020, which calls for enjoyable, experiential, and play-based pedagogy. In line with this vision, IIT Madras pioneered a Play-Based Learning elective (2020) with Prof Preethi Aghalayam (1995 Batch) along with Mr. Kartic Vaidyanathan (1996 Batch) as Guest Faculty. The intention was to help students learn game building skills for STEM related concepts, which gradually extended to STEAM and other areas. The duo also published research papers and articles in educational news media on these topics. A few years down the line IIT Madras proposed building a NationWide Game Based Repository for STEM subjects and also offered to build teacher capacity to get trained in this pedagogy.
Building on this, the ChemAmaze initiative (2023–25), funded by BASF through the Office of the Principal Scientific Adviser, developed 100+ curriculum-aligned chemistry games, trained 600+ teachers, and engaged close to 1000 students in both rural and urban schools.
The impact has been overwhelming: teachers reported higher engagement, students took ownership of learning, and even elite schools embraced child-led play sessions. In Phase-2 of this project, there is a plan to reach out to more schools across India. When IITM through its CODE-School Connect initiative circulated a survey of interest, more than 100 schools nationwide requested not just Chemistry games but games across all subjects, the demand far outstrips current support.
We seek the help of our alumni to help support this cause.
STEAM Game-Based Learning PAN India
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