- भारतीय खिलोने
- रहन सहन
- संस्कृति
- पर्यावरण
- भारतीय मूल्य
- पीएम मोदी ने मन की बात में खिलौनों के लिए वोकल होने की बात कही
- उन्होंने कहा कि आत्मनिर्भर भारत के लिए मिलकर खिलौने बनाएं
- पीएम ने भारत में खिलौना उद्योग को प्रोत्साहन देने का काम कर के एक तीर से कई निशाने साधे हैं
- भारत में खिलौनों का करीब 10 हजार करोड़ रुपये का कारोबार होता है
- चीन में बने सामानों का बहिष्कार
- खिलौने एक्टिविटी बढ़ाते हैं
- भारत में लोकल खिलौनों की बहुत समृद्ध परंपरा
- भारत के Toy Clusters खिलौनों के केन्द्र कर्नाटक के रामनगर में चन्नापटना, आंध्र प्रदेश के कृष्णा में कोंडापल्ली, तमिलनाडु में तंजौर, असम में धुबरी, उत्तर प्रदेश का वाराणसी ।
बच्चे, मोबाइल, स्वास्थ्य,विशेष बोर्ड गेम, विशेष प्रस्तुती
बन चुके बोर्ड गेम्स
- जंगल सफारी वीडियो
New Game - Air Football Game ( English Version)
- जंगल सफारी
- बर्ड सेंचुरी
- मिशन मंगल
- स्पेस टूर मिशन
- इन्क्रेडियाबल इंडिया
- इंडियन रिवर्स
- संस्कृति
- Air football
- Special bowling Game


Monument Valley Social and human values: Traditional values are getting lost in young children and more inclination towards offensive games and videos (rather creative games) are making kids more aggressive and even violent. Electronic games/toys focusing on building social values, inclination towards traditional games and building character, critical and creative thinking, problem solving capabilities could help in better channelizing the energy and creativity of our youngsters. There is a need to augment the socio-emotional skills of the learners so as to foster social and emotional wellbeing among them and provide joyful experiences to the young learners. Some of the traditional Indian games such as Gilli Danda, Satoliya, Pithu, Hopscotch and many more could be improvised as digital games based on different subject areas to aid in fun learning of the concepts. Such games could help in building life skills such as collaborative learning, teamwork and creative thinking among learners. Learning, Education and Schooling: 1. Often it has been seen that children have difficulty in understanding formation of words, sentences, syntax, grammar rules, etc. during learning languages . However, games/apps which will help in overcoming these problems are missing for our Indic languages eg: Sanskrit. Therefore, a digital game or toy/boardgame could be designed that could assist the learners in their acquisition of a particular language skill in enjoyable manner. 2There are many concepts in Mathematics such as Algebra, Geometry, Trigonometry, etc. which are difficult for students to understand due to their abstract nature. A digital game could be designed based on these concepts containing simulation/AR/VR or other technology which can help in concretizing the learning of these concepts. 3. Students these days are losing interest in opting for Social Science courses at a higher level due to the fact that they are not being taught in an interesting manner to the learners. The pandemic has imposed even more restrictions in studying Social Science as the students cannot visit labs or museums for study. Hence, in order to enhance the learning experience especially in Science and Social Science, AR/VR technology may be used to create some virtual learning experience for the learners where they can visualise various species of plants, animals, Historical artifacts, ancient civilisations, etc. 4. In order to indigenize the games/toy, as well as to enhance the knowledge about India’s Political and Physical map, a digital game/tool could be designed to help learners identify the various landforms/crops/Agriculture/climate of a particular region. This will help in acquainting the learners about the rich Geographical features of our Country and diversity of soil, flora & fauna. 5.Adolescents and people from other age groups have been experiencing deteriorating mental health owing to loneliness, lack of friends, inability to meet people due to very busy life style and stress. This has resulted in many mental health and emotional disorders including serious depression. Many youngsters commit suicide as they cannot handle depression. Therefore, the challenge is to develop a game or digital application that can help fight depression and alerts an individual if she/he is undergoing any major symptoms of mental health disorder. 6.The sign of product of two integers is decided on the basis of the signs of the integers. Many children get confusion on this sign like why product of two negative integers is positive. Understanding of this abstract idea through some toy or game may help children. This idea encompasses further learning of mathematics and science. 7.Place value system is used in reading and writing numbers. In place value chart ten symbols 0 to 9 are used and their value changes according their place in the number. This idea is very important but confusing to children. Old equipment like spike abacus provides some help but need further improvement to make the idea of place value clear to children. 8.Young Children struggle to remember letter sounds and thus face problems in reading. Children are expected to associate letter/s with sounds. For instance, in the word “Purse” the initial sound is “P”. Inability to be able to associate the word with sound leads to problems in reading among children and it helps to make link between the unfamiliar print words to the spoken language. The objective here is to enhance children’s early learning so that they can easily learn and associate letter/sound association and get prepared for early literacy. 9. This is specifically for 3-6 years old children. It has been seen that children find it difficult to arrange numbers/letters in sequence and cannot tell the events of story in order. Sequential thinking in children allows them to follow a logical order or series and help them to plan what to do next and strengthen their ability to communicate. Activities on sequential thinking promotes gains in mathematical knowledge, language development. 10. Yound children often find it difficult to warm up to the concept of sharing their toys, food, etc. A toy or game may be designed such that, it rewards behavious indicators that point to a child's sharing habit. A traditional toy may also be redesigned to reinforce such a behaviour, making it necessary to share so as to be able to play with it. 11. Indian culture has always promoted co-existence of mankind with other inhabitants of this planet. A game that reinforces this idea froma young age may be designed so as the children understand the concept of co-existence and co-dependence of every living being. 12. The ECCE in New education policy also addresses the care component which includes children from birth to 3 years. Therefore there is a need for developing toys/materials for early childhood stimulation of children in this age group. This stimulation would act as a basic foundation for children for attending pre-school activities. These tools should try addressing following requirements 1. Ensuring healthy development of children. 2. Developing basic trust and emotional security. 3. Developing basic values. 4. Providing opportunity to explore and develop. 5. Stimulates intellectual curiosity. 13.The chemical reaction needs to be balanced as it is the arrangement of atoms. Atoms are neither created nor destroyed during a chemical reaction. It needs to be balanced to follow the conservation of mass. A balanced chemical equation happens when the number of the different atoms of elements on the reactants side is equal to that of the products side. Children will enjoy this activity through play way method. Many permutations and combinations may be tried out to reach the balanced equation, this will motivate children to not only learn about the basics of balancing equation but also develop skills for the same. 14. Child abuse in the form of bad touch is the common things happening in schools. It is important that students are taught good touch and bad touch. Sometimes, small students feel uncomfortable when they get information about good touch and bad touch from teachers and parents. The knowledge about good touch and bad touch can help child tell the difference between wrong and right and it can save them from being exploited and help them stay safe and self-aware. 15. Description-Chemical elements are presented in an organized manner in a periodic table form ordered by atomic number so that periodic properties are made clear. Generally school students rote memorize atomic number and corresponding name of element as well as its physical and chemical properties. Students when begin to learn about periodic table, they find it very abstract. Develop a game or a toy to make elements and their properties concrete for students to understand with interest and engagement. 16. Vocabulary is a major aspect of language and learning vocabulary in contexts help learners acquire language with ease. Learning vocabulary in isolation would not help to know and use the vocabulary in real life situations. Toys and games for vocabulary learning may focus on (i) thematic vocabulary where learners manipulate to categories words and phrases belonging to one particular theme / area, for example Finding words on House, School, Road, etc. and at the higher level words relating to emotions like Happiness, Sadness, Joy, tasks and so on. (ii) Word collocations-Finding words which can befriend the word (main word), example 'Water' is the main word. Words like 'tank', 'melon', 'meter', 'cannon', 'pipe' and many such words are given along with other words. Learners have to select the words which can go with the given word. When many words are given it would be engaging and entertaining. 17.Stories in visuals and the description of the visuals are given in separate (two sets) of cards. Learners have to find the descriptions matching the visual to create the story (through the story line). These toy / game can be in two ways. First, learners arrange the visuals into a story and narrate the story orally. Second, learners match the description (mostly in one sentence) with the visual. Both oral and reading skills are aimed at. (Toy type: Cards or board game. Games: This could be developed digitally as a game.) 18.Functional use of language ( for example Greeting (Hello How are you? Take care, Requests (May I talk to you), Suggestions (Shall we take a walk), Commands (Stop talking, Shut the door), Advice (If I were you, I would...), etc.) could be made into a toy or game with the set of language function situations where learners manipulate to complete a conversation or by replying or reacting to an input. 19. Sanskrit words are very difficult to pronounce. So toys/games which will help in familiarizing the words/word chunk along tricks and methodology to pronounce them will make learning of Indic language like Sanskrit, Tamil, etc more enjoyable. 20.Learners notice and use grammatical item like naming words (nouns), describing words (adjectives), actions words (verbs), connecting words (conjunctions) and also time and tense, reported speech, voice and tense, clause and sentence through arranging, rearranging in sentences, part of sentences or supplying the missing word to manipulate and learn the grammatical item. 21.Riddles and puzzles are part Indian social life and practice. They promote problems solving abilities and thinking about many possibilities and goal setting actions. Learners are provided with riddle and rubrics to solve it through their manipulation. For example here is a riddle which the learners solve it by speaking out to themselves or to others (This is called 'think aloud protocol' tasks) A farmer returns from the market, where he bought a she-goat, a cabbage and a wolf (what a crazy market! ). On the way home he must cross a river. His boat is small and won't fit more than one of his purchases. He cannot leave the she-goat alone with the cabbage (because the she-goat would eat it), nor he can leave the she-goat alone with the wolf (because the she-goat would be eaten). How can the farmer get everything on the other side in this river crossing puzzle? Learners have to solve the riddle by completing the following ways First trip ______(farmer crosses the river with )______________ (Drops...) ___________Farmer returns with_____________________ Second trip _________farmer crosses the river_ with _____________ (drops ....) ___________Farmer returns with_____________________ Third trip ___________Farmer crosses the river with _________ (drops...) INDIAN CULTURE, HISTORY, KNOWLEDGE OF INDIA AND ETHOS 1. In order to revive the cultural heritage of India and its rich Historic era, a model digital game could be designed using simulation/AR/VR technology where the individuals can get acquainted with the cultural History of India and its various monuments, heritage, handicrafts, dialects, etc. 2. In order to revive the knowledge about the ancient Indian Cultural Heritage and its value, a digital toy/game could be designed that takes through the different States/Cities of India and talks about their cultural heritage and History. This can also be designed using Simulation/AR/VR technology. 3.Some of the ancient Indian textiles are on the brink of extinction, therefore it is important to revive them before they become obsolete. Therefore, a digital toy/game could be designed that helps in reviving the ancient textile designs and allows the learners to develop their own designs based on the given patterns. 4.The constitution of India is seldom understtod by young children. A game may be developed so as to promote understanding of the constitution, especially by younger generation. 5.Create a Indian Monopoly – not with real estate but with Ayurveda plant oriented plantations that garner great value. Eg: 1 acre of land growing Ashwagandha has different value as compared to 1 acre of land growing Amla or Shatavari. Ayurvedic formulations, pharmacies, clinics, etc. could be integrated into this game. 6.We can have game highlighting healthy recipes as per principal of Ayurveda. This game should also highlight unhealthly food consumption patterns or incompatible foods ( as called 'Virudha-Anna') as per Ayurved practice. 7. Empathy is the ability to put oneself in the shoes of another person. The positive psychology definition is: The quality of feeling and understanding another person's situation in the present moment—their perspectives, emotions, actions (reactions)—and communicating this to the person. Empathy is important because it helps us understand how others are feeling so we can respond appropriately to the situation. Positive games promoting empathy based on philosophies, stories from Vedas, Puranas, Upnishads to judge a person’s reactions and help enhance the player’s empathy. E.g. Yaksha’s Questions to Yudhishthir, etc. 8. The game should be such that it helps younger and older generations to enjoy together. It should help both generations to empathise with each other’s problems, emotions. It should act as a bridge to remove the increasing gap between younger and older generations. 9. The game should be a general knowledge or trivia based which will help players gain insights into various religions found in India. It will enable players to be familiar with the beautiful traditions and philosophies of different religions apart from their own. Apart from increasing knowledge, it will also create empathy among the youngsters 10.Map has always been a concern for the students and teachers and the atlas available are very boring to go through. In our current digital era, interactive audio/visual globe would certianly help students in better understanding of the world in terms of geography, climate, ethinicity, social customs and strategic value. 11.In a multi-cultural, multi-racial and multi-religious country, like India, it is very important to provide culturally responsive education wherein the students are able to appreciate and be respectful towards people from all cultural and religious background. This necessitates the breaking down of the cultural barriers and understanding of differences among cultures. It is a natural tendency to show an aversion to the unknown. However, this can be overcome by familiarizing with other cultures and promoting a culture of learning from one another. Teachers not only face the situation of handling students from diverse cultural background, they also need to promote awareness, understanding, and respect. This learning will help the children to understand the global changes and imbibe the changes with respect. The instructional materials need to be devised to enable the students develop understanding and respect and realize that the differences in culture are to be valued. The students in the classroom may come with a belief that their culture remains to be the universal norm and only the right one. This may lead to a situation of lack of respect and lack of acceptance towards the multitudes of cultures and people. It is often challenging for the teacher to help them to explore the cultures, understand the similarities and recognize how cultural variances make the world more exciting, not more separated. 12.India is known for its diversity, portraying a unique integration of diverse cultures and religions. This variety is evident in its food habits, languages, clothes etc. Children need to be aware of the variety that exists in the country along with the similarities that exist in the food pattern. Unless children are exposed towards the diversity of Indian culture, they will not be able to understand the essence of ‘unity in diversity’. Children through various learning materials are exposed to the diversity of food habits, languages, costumes etc. that exist in the country and even in the rest of the world. What they read and taught in the classrooms are often forgotten. The imprints of what they experience, play and see remain with them even when they grow up. They need to be given opportunities to hear, see, experience, explore and share the diversity and similarities of Indian food habits. 13.Bharatiya Rishis like Acharya Kanad, Acharya Bharadwaj, Acharya Patanjali and many more have contributed enormously for development of Science, Maths and literature but our youngsters are not aware of their work. Hence, Digital Game/Toy/cards/Board games can be developed highlighting their work and emphasizing our rich academic tradition. 14.Designing Figurines of modern and ancient Indian Heros/Rishis who have excelled in different fields like social work, science, technology, arts, literature and cinema, etc. using sustainable, ecofriendly and indigenous material. Eg: Acharya Chanakya, Dr. Anandibai Joshi (India’s first lady doctor), APJ Abdul Kalam, CV Raman, Aryabhatta, Pingal, Satish Dhavan, Homi Bhabha, Jagdish Chandra Bose, Lata Mangeshkar, etc. 15.In the ancient times, there were 64 arts and 14 vidya. A young student learnt some of them as per their profession, background, aptitude and needs. The goal was to nurture creativity and enhance productivity of a student, so that they can become a well-rounded professional and a responsible citizen. Explore the correlations between learning various arts and skills and personal growth. 16.Explore the relationship between basic elements and forces of nature and their impact on the life in general: Across civilisations forces of nature have been worshiped in many different ways. A philosophy like “Pancha Mahabhuta” tries to understand the elements of the universe. Whereas in case of deities in Vedas, natural forces dawn (Usha) or thunder (Varuna) assume superhuman form that extols their beauty or ferocity. Explore ways, in which such characterisations can explain natural phenomena in a scientific way, and can explore their importance for the life in general (ecology, environment , society, daily life) 17. Explore the ways in which various combinations of music notations, harmonies and symphonies, patterns of repetition help memorisation and learning: It is an age old wisdom and a scientific truth that various patterns of repetition, musical arrangements and metrical compositions improve memorisation, aid learning and enhance creativity. The greatest example of this is how Vedas were remembered and preserved for millennia through the oral tradition. For people of various learning styles, intonations, music and metrical compositions are the most efficient way of learning and imbibing different topics, texts and concepts. 18.Action-adventure games most frequently incorporate two game mechanics—game-long quests or obstacles that must be conquered using a tool or item collected, as well as an action element where the item(s) are used. Vedic deities and heroic characters are a relevant subject for such a game. The game can revolve around exploits of Agni, Varuna, Rudra, Vishnu and Indra. The missions in the game could be preceded by an introduction characters, their backstory and information about the mission. The game can include performance-based collection of special weapons such as the Vajra. 19.The game based on Vedic history were players are required to build their own cities, kingdoms and eventually empires. It involved urban planning, agriculture and military expeditions. This game should be based on historical and archaeological evidence. The game will educate people on the civilisation, society and geography of the Vedic era. It can base on the region of early Indic civilisations. ENVIRONMENT Toy/Games concepts based on Indian civilization, heritage, culture, mythology,history, ethos, technology, ethnicity, national heroes and important events : Inculcate positive behaviour and good values(‘Sanskaar’) : Toys for specially-abled/ Divyanga children : Boosting physical and mental fitness : Using eco-friendly, indigenous, non-hazardous or recycled material : Focus on promoting Vedic Mathematics : Encouraging national unity and respecting the cultural diversity. : Supporting missions like Swatch Bharat, BetiBachaoBetiPadhao, Environment Conservation, Climate Change, Digital India, Skill India, Ek Bharat Shreshtha Bharat. : Rediscovering/redesigning traditional Indian toys : Toys for pedagogy (for teaching students’difficult concepts in Math, Science, Languages, Social Sciences, etc.) Junior Students Junior Level Participants that involves problem statements & innovation process in toys that focus on primary level development inclusive of hardware & stuffed practices Professionals Start-up-Professional Level that incudes overall innovation and development of prototypes that enables toy industry to boost up the production and quality toys in the Indian market References: https://toycathon.mic.gov.in/
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