Level 1
Level 1
TINKERING
CURRICULUM
    LEVEL I
               Message from Dr Chintan Vaishnav
               Mission Director
               Atal Innovation Mission
Our future generation will be the drivers of innovation and discovery and will set India’s pace as a global
powerhouse. Atal Tinkering Lab is Atal Innovation Mission (AIM), NITI Aayog’s flagship initiative to
promote innovation and creativity. ATLs are open innovation makerspaces where young minds give
shape to their ideas through hands-on do-it-yourself mode. The program has become a national
movement that is revolutionising the Education Ecosystem of India. When I meet students from different
quarters of the country who come up with innovations regardless of how remote and
resource-constrained they may be, I am filled with much hope for the future of our country.
I am thrilled to introduce the ATL Tinkering Curriculum, a hands-on learning program that empowers
young people to build the skills and attributes required for success in the 21st century. This innovative
curriculum provides students with the opportunity to understand the basics of emerging technologies and
apply their learning to solve real-world problems.
The curriculum focuses on a wide variety of concepts, ranging from basic electronics, mechanics, data
visualization, and woodworking, to more advanced technologies such as 3D printing, the Internet of
Things, and design thinking. Through hands-on, experiential learning, students will be encouraged to
identify and design creative solutions to everyday problems.
The aim of this curriculum is to provide stage-wise learning to meet the needs of students at different
stages of their tinkering journey. This will help cultivate the next generation of entrepreneurs, engineers,
and innovators, who will be equipped with the knowledge and skills to navigate the rapidly changing
technological landscape of the 21st century. I am confident that the ATL Tinkering Curriculum will be a
valuable resource for educators and students alike. This new initiative will help in achieving the goal of
NEP of developing 21st-century skills in students and preparing them for the fourth Industrial Revolution.
              Preface from Deepali Upadhyay
              Program Director
              Atal Innovation Mission
Under the aegis of Atal Innovation Mission, Atal Tinkering Labs were set up with the goal of inspiring a
generation of neoteric innovators and entrepreneurs in India. The underlying philosophy of our ATLs has
been to equip the young minds of India with all the knowledge and skills necessary to thrive in the
twenty-first century. The idea is to allow children to explore the world of research and innovation, and
contribute towards nation development, by developing innovative and disruptive solutions to India's
biggest community problems.
In 2022, the Atal Tinkering Labs achieved the milestone of setting up 10,000 labs across India. Today
over 75 lakh students in India get to learn in these ATLs. With this accomplished, in the next stage of
development, our goal is to ensure that the ATL students have the best tools and resources to learn from.
I am honoured to introduce the ATL Tinkering Curriculum, which is designed to equip young people with
the skills and attributes they need to thrive in the 21st century. This hands-on learning curriculum is built
around the latest technologies and focuses on a wide range of concepts, from basic electronics and
mechanics to advanced topics such as 3D printing, the Internet of Things, and design thinking.
This curriculum starts with basic concepts and hands-on activities in the early stages to introduce
students to the subject matter and build their foundation in tinkering. As students progress, the curriculum
introduces more advanced topics and projects that challenge them to apply their knowledge and skills in
new and creative ways.
I look forward to seeing the impact this curriculum will have on the learning journey of the students in Atal
Tinkering Labs. I strongly recommend this ATL Curriculum be used by all ATL schools across the country
to learn tinkering.
                Foreword by Azra Ismail
                Co-Founder
                MakerGhat
With the pace of technological innovation, our youth of today face an uncertain future. On one hand,
technological progress has led to tools that promise healthier and more comfortable lives. On the other,
youth face a future with widespread automation, and have to learn to use emerging technologies and
adapt to meet the needs of a changing job market. No longer is it enough to be able to recall information
and learn routine tasks that can be performed by a machine. Critical thinking, problem solving,
collaboration, and communication skills, along with the ability to self-learn, are essential to stay relevant in
the workplace, and to drive innovation and social change in the country over the next few decades.
These goals are laid out clearly in our National Education Policy (NEP) 2020, which aims to develop
‘higher-order’ cognitive capacities, such as critical thinking and problem solving, alongside social, ethical,
and emotional capacities and dispositions. NEP also lays out a focus on experiential learning, and
conceptual clarity over rote learning. The making or tinkering philosophy exemplifies such an approach, by
centering learning through exploration, experimentation, and play. It also creates room for failure,
encouraging youth to take risks and exercise their creativity without fear. The collaborative environment of
a makerspace or tinkering lab also creates an opportunity to exercise socioemotional skills, and learn to
communicate one’s ideas effectively.
MakerGhat’s collaboration with the Atal Innovation Mission at NITI Aayog is an exciting opportunity to
realize the goals of NEP 2020 and put the tinkering philosophy into practice. The curriculum that we have
developed emerged as a result of countless conversations with teachers across the country who
expressed an interest in making, but lacked resources that could help them get started. The ATL
Curriculum manual aims to fill that gap. It has been designed to support not just schools with access to an
ATL, but any educator who is excited about tinkering and making. Many of our activities, particularly at
Level I and II, can be performed with space and tools available at hand.
The development of this manual is only the beginning. MakerGhat is excited to support teachers in many
other ways, through mentorship, training, and assessment resources. Over the next decade, we are
committed to building a network and movement of makers—educators and youth—who can usher in
change at a local, national, and global level. The pressing problems of our time need creative solutions
from diverse communities. Our educators are the country’s best resource to inspire and prepare youth to
lead us into a better future, and we invite them to join hands with us to realize this vision.
About the Curriculum
Overview
The ATL Curriculum helps young people build skills and attributes required for success in the 21st
Century. It provides students with the experience to understand the basics of all the emerging
technologies and apply the learnings to solve the real-world problems. This is designed to be an
hands-on learning program that empowers children to analyse the facts, connect the dots and apply
what they learn in school rather than memorizing them which will lead to the creation of next
generation of entrepreneurs, engineers and innovators.
This curriculum will enable the young learners to develop interest in Science, Technology, Engineering
& Math through a hands-on experiential learning. It focuses on wide variety of concepts ranging from
Basic electronics, Mechanics, Data visualisation and Wood working to other emerging technologies
such as 3D Printing, Internet of Things and Design Thinking that culminates in building prototypes of
their ideas. The aim of this curriculum is to lead the students to identify and design creative solutions to
everyday problems.
Curriculum Objectives
Students will be able to:
  ●   Turn ideas into reality by brainstorming, modelling and prototyping.
  ●   Inculcate innovative and entrepreneurial mind-set through Design thinking and Hands-on
      Learning.
  ●   Identify and research problems in their community and beyond, generate relevant and creative
      solutions, and develop sustainability plans for their solutions.
  ●   Identify and self-learn for dignified career opportunities based on their skills and interests,
      particularly in STEM or entrepreneurship.
  ●   Develop basic knowledge in electrical and mechanical engineering principles.
  ●   Develop skills of using hand tools to construct a prototype of an engineering design.
Curriculum Structure
The ATL Curriculum engages students actively in the development of hands-on activities through a
sequence of 3 Levels with incremental difficulty. Each level comprises of different modules, which are
further subdivided into sessions. It is highly recommended to start the course with Level 1 and end the
course with Level 3. The details of each level is as follows:
Level 1 comprises of 5 modules namely, Basic Electronics, Mechanics, 3D Design & Printing, Data
Visualisation and Design & Entrepreneurial Thinking. All the 5 modules are further divided into 14
sessions. The duration of each session is 60 min.
Level 2 comprises of 4 modules namely, Electronics, Mechanics, 3D Design & Printing and Design &
Entrepreneurial Thinking. All the 4 modules are further divided into 13 sessions. The duration of each
session is 60 min.
Level 3 comprises of 5 modules namely, Electronics, IoT, 3D Design & Printing, Wood Working and
Design & Entrepreneurial Thinking. All the 5 modules are further divided into 17 sessions. The duration
of each session is 60 min.
TABLE OF CONTENTS
1. BASIC ELECTRONICS(1-17)
 1. Paper Circuits                       2
 2. Introduction to Breadboard           6
 3. Series and Parallel Circuits        10
 4. Traffic Light Circuit with Switch   14
2. MECHANICS(18-26)
 1. DIY Grabber                         19
 2. Robotics Arm                        26
4. DATA VISUALIZATION(39-43)
 1. How do I spend my day?              40
              1
   Basic Electronics
   Session 1
   Paper Circuits
05 Min Icebreaker
                                                            Icebreaker (5 mins):
 Materials Required :                                       Make enough room in your ATL Lab and form
 1. Pencils
                                                            a circle. The teacher will give you instructions,
 2. A4 Size sheet                                           you will have to follow them. Sounds simple,
 3. LED                                                     doesn’t it? Here is the twist!
 4. Coin Cell/Rechargeable 9 V batteries                    The instructions will be any of the following:
 5. Breadboard
 6. Jumpers                                                 Jump In, Jump Out, Jump Right or Jump Left.
 7. Multimeter                                              But you have to do the opposite of what the
 8. Wire Stripper                                           teacher says.
 9. Conductive (Copper) Tape
 10. Resistors
                                                                                                                       2
A closed-circuit is like a circle because it starts      In contrast, if there is any break in the flow of
and ends at the same point forming a complete            electricity, it is known as an open circuit. As
loop. Furthermore, a closed circuit allows               shown in the picture, a switch in a circuit can
electricity to flow from the (+) power to the (-)         cause it to be open or closed depending on its
ground uninterrupted.                                    position.
Electrical Tools:
Working with electricity can be dangerous, if not done with proper tools. These tools are essential to
safely build electronic devices. Let’s take a look at a few of them.
  1. Breadboard- This is an
  essential tool for                                                                         2. Digital Multimeter- This
  prototyping and building                                                                   is a device that measures
  temporary circuits. These                                                                  electric current (amps),
  boards contain holes for                                                                   voltage (volts), and
  inserting wire and                                                                         resistance (ohms).
  components.
  5. Light-Emitting Diode
  (LED)- A light-emitting                                                                    6. Resistor- Resistors are
  diode is like a standard                                                                   used to resist the flow of
  diode because electrical                                                                   current or control the
  current only flows in one                                                                   voltage in a circuit.
  direction.
                                                                                                                            3
Safety Measures:
Schematic Diagram
When working with circuits, you will often find a
schematic diagram. These diagrams use symbols to
illustrate what electronic components are used and
where they are placed in the course. These
symbols are graphic representations of the essential
electronic components.
Source: switchelectronics.co.uk
Step 1: Draw
           a circuit on the paper of your wish,
make sure you are not crossing the paths.
Try it yourself!
Use the concepts of Paper Circuits and try creating a Greeting card for your friends or family.
        Additional Resources
Teachers can scan
this QR code to show
the students how to
do this activity.
                                                                                                       5
   Basic Electronics
   Session 2
   Introduction to Breadboard
 When we take the word ‘breadboard’ in the literal sense,       Module: Basic Electronics
 what do you think it means? Can you guess? A breadboard
                                                                Grade: 6th to 9th
 is a simple device designed to let you create circuits
 without the need for soldering. They come in various sizes,    Importance/ Value:
 and the design can vary, but as a general rule they look the   The aim of this module is to provide some basic
 image given below. We will start with some of the basics of    understanding of how a breadboard works and it’s uses
                                                                for research purposes and building projects using ATL
 breadboards before we start with the circuit.
                                                                Kit.
 Breadboards are one of the most fundamental pieces when
                                                                Learning Goals:
 learning how to build circuits. It is simply a board for
                                                                1. Learners understand the basics of Electronics and its
 prototyping or building circuits on. It allows you to place    components
 components and connections on the board to make circuits       2. Learners will gain understanding about essential
 without soldering. The holes in the breadboard take care of    electronic components and safety measures.
 your connections by physically holding onto parts or wires     3. Learners will be equipped to create a simple circuit
                                                                on a breadboard
 where you put them and electrically connecting them inside
 the board. The ease of use and speed are great for learning
 and quick prototyping of simple circuits!
                                                                  Time                      Description
 Let’s explore this a bit further by creating circuits on the
 breadboard.                                                    01 Min      Check-in-Experience (CIE)
Electrical Tools:
Working with electricity can be dangerous, if not done with proper tools. These tools are essential to
safely build electronic devices. Let’s take a look at a few of them.
  1. Breadboard- This is an
  essential tool for                                                                   2. Digital Multimeter- This
  prototyping and building                                                             is a device that measures
  temporary circuits. These                                                            electric current (amps),
  boards contain holes for                                                             voltage (volts), and
  inserting wire and                                                                   resistance (ohms).
  components.
  5. Light-Emitting Diode
  (LED)- A light-emitting                                                              6. Resistor- Resistors are
  diode is like a standard                                                             used to resist the flow of
  diode because electrical                                                             current or control the
  current only flows in one                                                             voltage in a circuit.
  direction.
                                                                                                                      7
 Safety Measures:
  Once you are familiar with the uses of a breadboard and it’s different parts, it is time to build a
  simple circuit to have a basic understanding of it’s working.
  Take your LED bulb, 9V battery, 330 Ohm resistor, connecting wires and a breadboard and let’s
  start!
                                                                                  Source: Tinkercad.com             8
Reflection and Learnings (9 mins):
Try it yourself!
Use the concepts of Breadboards and try connecting 2 LED’s of different colours and make them
glow.
                                                                                                   9
   Basic Electronics
   Session 3
   Series and Parallel Circuits
                                                                      : 60 minutes
 In the 1800s, a man called Alessandro Volta created the
 first-ever battery which could provide a continuous flow of
                                                                  Module: Basic Electronics
 current. This source for a flow of current made the very
 first circuits a possibility.                                     Grade: 6th to 9th
 The early uses for this new discovery were for circuits to       Learning Goals:
 provide electricity for lighting just before the bulb was        1. Learners will be able to understand the basics
 invented by Thomas Edison.                                       of Electronics and its components.
                                                                  2. Learners will be able to make a different types
 An electric circuit is path for transmitting electric current.   of circuit on a breadboard.
 An electric circuit includes a device that gives energy to
 the charged particles constituting the current, such as a
 battery or a generator; devices that use current, such as
 lamps, electric motors, or computers; and the connecting           Time                   Description
 wires or transmission lines. Two of the basic laws that
                                                                  01 Min     Check-in-Experience (CIE)
 mathematically describe the performance of electric
 circuits are Ohm’s law and Kirchhoff’s rules.                     05 Min     Icebreaker
 Electric circuits are classified in several ways. A               05 Min     Introduction to Series and Parallel
 direct-current circuit carries current that flows only in one                Circuits
 direction. An alternating-current circuit carries current that
 pulsates back and forth many times each second, as in            20 Min     Activity-Parallel Circuit
 most household circuits.
A circuit is said to be parallel when the electric current       A circuit is said to be connected in series when the
has multiple paths to flow through. The components                same current flows through all the components in the
that are a part of the parallel circuits will have a             circuit. In such circuits, the current has only one path.
constant voltage across all ends.                                This is nothing but a series of multiple tiny bulbs
                                                                 connected in series. If one bulb fuses, all the bulbs in
                                                                 the series do not light up.
    After, building a simple circuit on the breadboard, let us now see what it is like to build a parallel
    circuit.
Take your LED bulb, 9v battery, 330v resistor, connecting wires and a breadboard and let’s start!
                                                                                      Source: Tinkercad.com                  11
Types of Circuits: Parallel and Series
A circuit is said to be parallel when the electric current        A circuit is said to be connected in series when the
has multiple paths to flow through. The components                 same current flows through all the components in the
that are a part of the parallel circuits will have a              circuit. In such circuits, the current has only one path.
constant voltage across all ends.                                 This is nothing but a series of multiple tiny bulbs
                                                                  connected in series. If one bulb fuses, all the bulbs in
                                                                  the series do not light up.
    After, building a parallel circuit on the breadboard, let us now see what it is like to build a series
    circuit.
Take your LED bulb, 9v battery, 330v resistor, connecting wires and a breadboard and let’s start!
                                                                                      Source: Tinkercad.com                   12
Reflection and Learnings (9 mins):
 1.    What do you think is the difference between a Series and a Parallel Circuit?
 2.    Can you think of different real-world applications of Series and Parallel Circuits?
 3.    What did you or your team struggle with while doing this activity and why? How can you
       improve next time?
 4.    How did you contribute to the team and how do you think it helped? How else could you have
       contributed?
 5.    What communication challenges did you and your team face? How can your team
       communicate better next time?
Try it yourself!
Use the concepts of Series and parallel circuits, build a series or a parallel circuit and try adding a
switch to each LED and make only one LED glow at a time similar to the ones we see in the corridor.
                                                                                                          13
   Basic Electronics
   Session 4
   Traffic Light Circuit with Switch
Time Description
05 Min Icebreaker
                                                                                                                     14
Safety Measures:
 Once you are familiar with the uses of a breadboard and different types of circuit, it is time to build
 a Traffic light circuit to have a basic understanding of it’s working.
 Take your LED bulb, 9v battery, 330v resistor,push button, connecting wires and a breadboard and
 let’s start!
                                                                                 Source: Tinkercad.com             15
  Step 4: Connect the 9v battery to the circuit.
Challenge (Try it Yourself!): Now that you have learnt how to build a simple circuit that represents the
Traffic Light, Here is a small Challenge for you. You need to create a traffic light model using cardboard
and other available materials and connect LEDs using Jumper wires
Reference Images :
                                                                                Source: Tinkercad.com      16
Reflection and Learnings (9 mins):
                                                                                                   17
MECHANICS
            18
Mechanics
Session 1
DIY Grabber
                                                         Time      Description
 Materials Required :
                                                         01 Min    Check-in-Experience (CIE)
    1.   Pencils                                         05 Min    Icebreaker
   2.    A4 Size sheet
   3.    Cardboard Sheets
   4.    Fevicol
                                                         15 Min    Introduction and Recap
   5.    Scissor
   6.    Geometry Box                                    30 MIn    Activity: Mechanical DIY Grabber
    7.   Metal Ruler
   8.    Multi-purpose knife                             09 Min    Reflection and Learnings
   9.    Cello Tape
  10.    Hole Punch Machine (If available)
   11.   Rubber band
  12.    Pins
  13.    String or yarn piece
                                                                                                                19
Activity : Making DIY Grabber
In this activity you will design a device that can pick up three different objects from at least 2 feet away.
Divide into groups and assemble all the materials for yourself. If you have ides then you can work
independently as well.
Steps:
                                                                                                               20
 Step 4: Assemble the Grabber Mechanism
 (Picture 1) Take the piece that doesn’t have
 holes, bend it in half, and tape it to the end
 of the handle as shown. Overlap most of it with
 the handle, but leave about 1" (2.5 cm)
 of the folded side not overlapped with the wood.
 Poke a hole through that part of the
 cardboard.
 (Picture 2) Assemble the cardboard as shown
 using a metal fastener. On the other
 side, fold the fastener tabs completely flat, and
 secure them in place with a piece of
 tape. This step is important! If the fastener tabs
 are not folded and taped, the grabber
 will come undone!
 (Picture 3) Attach the two 5" (12.5 cm) pieces as
 shown. Remember to fold and tape
 the fastener tabs.
                                                        21
Reflection and Learnings :
1. How to you thing a DIY grabber is useful?
2. What are some other objects you can build like this?
3. Write down a few key points you learned from this activity?
4. Write down which part you liked about the activity most?
5. Write a few good things about working as a team/with your friends
Use the space below to draw or write your reflections and learnings
Try it yourself!
                                                                                           22
Mechanics
Session 2
Robotic Arm
Introduction to Robotics
                                                         : 60 minutes
                                                      Learning Goals
                                                      1. Learners will understand the basics of
                                                      cardboard construction, its tools and
                                                      techniques.
                                                                                                      23
 Types of Robots :
Build a robotic arm from cardboard using thread, straw, and ice cream
sticks/Popsicle sticks in this class. Follow the instructions given by your teacher to
complete the making in groups or you can work independently if you already
have ideas to build on.
Steps:
                                                                                                                          24
Step 4: Now, observe the image below and
fold accordingly. This will help you move the
fingers at last.
                                                    25
 Reflection and Learnings :
  1.     What do you think will happen if the same Robotic hand is made out of Iron instead of cardboard?
  2.     What do you think are the real-world applications of a Robotic Hand?
  3.     What did you or your team struggle with while doing this activity and why? How can you improve next
         time?
  4.     How did you contribute to the team and how do you think it helped? How else could you have
         contributed?
  5.     What communication challenges did you and your team face? How can your team communicate better
         next time?
Try it yourself!
       Additional resources :
You scan this qr code
to see a detailed video of
making robotic hand
                                                                                                                      26
3D DESIGNING &
   PRINTING
                 27
   3D Design and Printing
   Session 1
   Design and Print a 3D Keychain
                                                                   Learning Goals:
                                                                     1.   Learners will be able to understand the basic
                                                                          concepts of 3D design.
                                                                     2.   Learners will explore and learn to use a simple
                                                                          3D design software called Tinkercad.
 3D Shapes
                                                                     3.   Learners will design and 3D print a simple key
 Most of the objects that we see around us have 3D
                                                                          chain exploring the possibilities of 3D Printing.
 shapes, which means they have three dimensions:
 Length, Breadth, and Depth. Examples of 3D shapes
 include cubes, cylinders, spheres, cones, et
                                                                     Time                     Description
  In this activity you will learn how to use a 3D design software called TinkerCad and Design a simple
  3D key chain and 3D print it.
 Step 1: Open a browser and type tinkercad in the url and press enter. Click on the first result www.tinkercad.com and
 you will be redirected to a tinkercad website. Click on sign in and use your google account or autodesk account to
 sign in to the tinkercad website.
Step 3: Drag and drop a box from the basic shapes onto
the work plane.
                                                                                   Source: tinkercad.com
                                                                                                                        29
Step 5: Hold the middle hand and reduce the height to
3mm.
Source: tinkercad.com
                                                                                 30
Step 10: .Drag your tube and place it so the bottom ¼
(or so) is inside your box.
Source: tinkercad.com
                                                                                              31
Reflection and Learnings (9 mins):
Try it yourself!
Using the concepts you have learnt so far, Try creating a simple
3D quotes as shown in the image.
Use the space to draw or write your reflections and learnings Source: vanillatech.net
                                                                                                               32
  3D Design and Printing
  Session 2
  Design and 3D Print a Cup
                                                                 Icebreaker (5 mins):
                                                                 #I’m Awesome
In this activity you will learn how to use a 3D design software called TinkerCad and Design a simple
3D cup and 3D print it.
Step 1: Open a browser and type tinkercad in the url and press enter. Click on the first result www.tinkercad.com and
you will be redirected to a tinker cad website. Click on sign in and use your google account or autodesk account to
sign in to the tinkercad website.
                                                                                     Source: Tinkercad.com
                                                                                                                       34
Step 5: Select a grayed-out cylinder from the basic
shapes section and place it in the middle of the screen
                                                            Source: Tinkercad.com   35
Step 10: Click on the top dot of the vertical 3 dots.
Step 11: Drag and drop a torus from the basic shapes
and place it on the work plane beside the cylinder.
Source: Tinkercad.com
                                                                                   36
Step 14: Select the torus and move it onto the surface of the cup. Then center align the shape as shown in the
images given below.
Step 15: Turn the shape to the right side and move the handle to the center of the cup.
Step 16: Click and select both the shapes. Then click on the combine shapes icon and combine them.
                                                Source: Tinkercad.com                                            37
Reflection and Learnings (9 mins):
Try it yourself!
Using the concepts you have learnt so far, Try creating a simple
3D Trophy as shown in the image.
Source: tinkercad.com
                                                                                                            38
    DATA
VISUALIZATION
                39
 Data Visualisation
 Session 1
 How do I spend my day?
                                                                : 60 minutes
What is Data?
                                                            Module: Data Visualisation
Let’s learn about data. What is data? Have you come
                                                            Grade: 6th to 9th
across that word before? Data is facts or information
that we can collect by asking questions, observing or       Importance/ Value:
taking measurements. Data is usually organised in a         The importance of data visualization is simple:
table which include facts, numbers and measurements.        it helps people see, interact with, and better
                                                            understand data. Whether simple or complex,
                                                            the right visualization can bring everyone on
Why do we need data? Data helps us learn about our          the same page, regardless of their level of
world, our communities, and ourselves!                      expertise.
Can you think of ways we can show data? You may have        Learning Goals:
learned about pie charts, bar graphs, and tables in your      1.   Students will get introduced to data
                                                                   visualisation.
maths classes. These are all ways to show data.
                                                              2.   Learn to how data is collected and
Surprisingly, it is one of the most common mathematics
                                                                   verified for visualisation purposes.
topics people come across in their day-to-day life!
For this session we are going to learn what data is, what   What is data visualisation?
is data visualisation and how we can visualise it!
                                                            Data visualisation is the process of turning
                                                            data into a visual form, like a chart or
                                                            graph.
                                                                                                              40
It’s pie time you got a watch!
Data visualisation simplifies the way information is presented. Let’s practice a few activities that will
help you present your data in a simple yet fun and exciting way!
A pie chart can help us see the different parts of a whole, and compare the sizes of each part. This
pie chart shows us someone’s daily schedule, and how much of the day each activity takes. The
purple portion shows when they are asleep—from around 9:30 pm to around 6:30 am. (Based on
the activities, can you guess if this is a school day or a weekend?) They also spend some time
eating, doing chores, working, exercising, and having fun!
    You can color in the empty chart on the next page to see what your daily schedule looks like! The
    legend will help you keep track of what each color means. Take 10 minutes to think about how you
    spend your day. This can be completed at home if you run out of time.
                                                                                                           41
Try it Yourself: Most affected cities by Covid-19
For this activity, we will represent data through a bar graph. A bar graph can be defined as a chart
representing data through bars or stripes. Bar graphs are usually used to compare and contrast
different categories. Bar graphs have a horizontal and vertical line (or axis) representing data and
usually looks like this:
For your take home activity, you will need to find which cities/towns in your state were most
affected by Covid-19. You can find information from your local newspaper, internet, or ask elders
and learn more on how the pandemic has affected lives in your state. The horizontal line can
represent the cities/towns you have chosen and the vertical line can show the total number of
cases as of today. You can put an approximate value if you are unsure of an exact number. Bring
your graphs and present it in the next class. You can talk about how you went about gathering data
as well and what were some useful learnings from this activity!
                                                                                                      42
Reflection and Learnings (9 mins):
                                                                                                                  43
    DESIGN &
ENTREPRENEURIAL
    THINKING
                  44
Design and Entrepreneurial Thinking
Session 1
Re-Design the Autorickshaw
                                                          Learning Goals:
Design is part of our everyday life and shapes the        1. Learn about the problem discovery process.
way we interact with the world, but we frequently         2. Learn to rapidly design and sketch.
don’t realize it. Everything from the tables and chairs   3. Solve problems using Design Thinking
you are sitting on, to the pen in your hand, your         Approach.
water bottle and lunchbox, school bag, pencil case
was designed by someone.
                                                          One of the ways to think about design is as a
Sometimes you realize that the design is not good,        5 step process: Empathize, Define, Ideate,
such as when your water bottle leaks or you wish          Prototype, and Test. In this class, we will do a
your bag had an extra pocket. Other times, you may        quick version of going through this process so
have come across an object that is designed in a          that you are familiar with it. But in real life, the
way that is so beautiful, useful, or unexpected that it   design process can take months! Design is a
causes you to stop and think!                             whole profession, and designers put in a lot of
                                                          effort to come up with a good product!
Today, we will learn about the design process!
                                                          Materials Required :
                                                           1.    Colourful Pens
                                                           2.    Post-it notes
                                                           3.    Chart Paper
                                                           4.    Wall space if available to stick post-it notes
                                                           5.    Any other materials in your environment!
                                   5. TEST
                show your solution to users
      4. PROTOTYPE                                                                1. EMPATHIZE
    build your solution                                                           understand your user
                       3. IDEATE                                       2. DEFINE
             brainstorm solutions                                      identify the problem
                                                                                                                  45
Activity: Re-Design the Autorickshaw
Have you ever sat in an autorickshaw? What are some things you noticed about the vehicle?
For today’s activity we will be looking at redesigning a rickshaw!! Do not hesitate to be creative and
come up with solutions that you think will work best!
For this activity you will need to get into groups of 4-5. Follow the instructions of your teacher.
Step 1: EMPATHISE: To understand the users and see things from their perspectives
This is the foundation of all design. It means that you need to think about who you want to
design for and really understand their behavior. There are many ways to do this: observing
people, talking to them, or doing some kind of activity with them. Now, let us do the
interviews!
For this step you will need to get into pairs to conduct the interviews
Take turns to ask each other the following questions on the rickshaw. You are on the EMPATHIZE
step! Fill out what you learned below. You get 3 minutes each.
  1.   What is the purpose of the rickshaw?
  2.   What are the problems that your interviewee has with rickshaws?
  3.   What would be the best and most effective form of transportation? (think broad!)
  4.   What do you like about rickshaws? Why?
  5.   What do you not like about rickshaws? Why?
  6.   Are they effective at what they do? How?
  7.   Come up with your own questions!
Person 1:
Person 2:
Person 3:
Person 4:
                                                                                                         46
Step 2: DEFINE: The goal for the next step is to come up with a problem statement
 What is the problem that rickshaws solve? You will now synthesize what you learned from the
 interviews. (Synthesize means to combine different parts into one unified whole).
In your respective teams, come up with a definition of the general problem that rickshaws try to
fix.
There are many different problem statements that you can come up with depending on what you
care about. You will have a different point-of-view depending on the stakeholder that you care
about: e.g. a young child, teenager, parent, woman, rickshaw driver, government, traffic police etc.
Think about the values that you care about as a team---affordability, availability, profit, energy
efficiency, environmental impact, safety, traffic, etc. The problem statement that you choose to write
down depends on what matters to you. In the real world, different stakeholders will have conflicting
values so it is really important to have a problem statement that reflects values that are important
and relevant to multiple people.
                                                                                                      47
Step 3: IDEATE: Come up with design alternatives
 Now comes the fun part! Thinking of your problem statement, come up with AS MANY
 SOLUTIONS AS POSSIBLE to the problem statement. GO WIDE, GO BIG! Think of crazy ideas,
 don’t limit yourself by physical constraints or common sense limitations. These could involve
 technology, humans, policy/rule/law, or something else. If you are interested in mechanics and
 energy systems, you can consult chapters 8, 9, and 11 of the 9th standard Science textbook. Write
 down your ideas on post-it notes and find a wall or chart paper to stick it on. Once you are done,
 count how many ideas each person on your team came up with below.
Person 1:
Person 2:
Person 3:
Person 4:
 Now as a team, discuss the ideas that you came up with. Which ideas did everyone like? What
 were common themes? What was unexpected?
 Write down three ideas that you liked as a team below. Make sure that everyone’s ideas were
 considered fairly. You can even combine ideas that are similar or that you think go well together.
 Pick one idea to proceed with for the rest of the class (you can circle the number 1, 2, or 3). If you
 are struggling to decide what ideas to pick, you can vote on each one.
Finally, reflect on your decision-making process? Why did you pick these ideas over others?
Idea 1:
Idea 2:
Idea 3:
Reflection:
    Share your final ideas with the class! Each team will have exactly 5 minutes to present their
    ideas.
                                                                                                          48
Step 4: PROTOTYPE: Build your own design solution
 Prototyping is the process of experimenting with ideas, and trying to bring it to life. You work on
 implementing your idea using various materials---paper, cardboard, wood, digital, clay, electronics.
 The purpose of prototyping is not necessarily to create a perfect product, but to quickly test out
 what the product should look like, feel like, and how it will function.
As a team, sketch a prototype of your favorite solution from the previous step.
                                                                                                        49
Step 5: TEST: Get feedback on your design
For this next step, you will share your prototype with another team. In real life, you would show
your idea to real users and get their feedback. Each team will get 5 minutes for their turn: 2 minutes
to present their idea, and 3 minutes to hear feedback. Note down the feedback that you received.
Remember to give feedback in the I like, I wish, what if format below. Record the feedback that you
got from the other team below.
I like:
I wish:
What if:
Once you are done, go back to the drawing board! Improve your solution based on the
feedback you received. Record the improved design below. (5 minutes)
  Now that you have gone through the entire exercise, share your final design with the class!
  You have exactly 5 minutes to present your final prototype. In real life, the next step would be
  for you to repeat this process multiple times to improve the design until users are satisfied!
                                                                                                         50
Conclusion
Design is a skill that takes time to cultivate. The best designers are those that practice their skill
and have learned to see the world as full of opportunities for better design. But even without being
a professional designer, you can benefit from applying design tools to your everyday life. It forces
you to think about your environment, and identify ways that things can be done better. It can even
help you find opportunities to build a product that others may want to buy!
In your everyday life, be more conscious about the items and services you use. Observe your
environment carefully and engage with people different from you to understand their point-of-view
and values. Keep a diary to record interesting observations or ideas that come to your mind and
share it with others for feedback!
Use the space below to draw or write your reflections and learnings
                                                                                                         51
52
 Design and Entrepreneurial Thinking
 Session 2
 Final Project: ATL Lab Improvement
Materials Required :
1.    Colourful Pens
2.    Post-it notes
3.    Chart Paper
4.    Wall space if available to stick post-it notes
5.    Any other materials in your environment!
                                                                                                               53
Step 1: EMPATHISE: To understand the users and see things from their perspectives
 As we learned in the previous session, this is the foundation of all design. It means that you need
 to think about who you want to design for and really understand their behavior. There are many
 ways to do this: observing people, talking to them, or doing some kind of activity with them.
 For the final project, here are a few problems you can find solutions for in your ATL Lab
 environment ! Remember, it is not necessary that you choose these specific problems for your
 project but these examples will help guide your approach to find solutions.
  a.   Many students do not have sufficient space to sit in their ATL Lab. Having enough space
       and a comfortable setting contributes to the student’s learning experience. Think of ways
       you can create a comfortable sitting chair/space or make improvements to the chair you
       have already been provided with at your school
  b.   Creativity is what enhances your growth and helps students think in different ways
       especially in practical learning. Think of different ways you can enhance the creativity
       element in your ATL Lab, make the environment more fun and interesting!
  c.   As the world moves at a faster rate, we are unable to have access to resources that are
       essential for us, this is especially true for energy/electricity. Look around your ATL Lab
       and see where and how you can use energy efficiently and build prototypes accordingly
       (hint: use concepts from the basic electronics module, ask your teacher for help)
                                                                                                       54
Once you have chose which problem to solve, it is time go a bit deeper on what the problem is. For
this step you will need to get into pairs to conduct the interviews.
You can come up with your own interview questions by using these guiding questions:
  1)   What should be happening (ideal condition) and what is currently happening (reality)
  2)   Ask “Why?, Why?, Why?”
  3)   Try to define who all are affected by the problem
  4)   How are they currently trying to solve the problem?
  5)   What will happen in the future if the problem is solved/ not solved?
  6)   Try and see the problem from different perspectives
Use the space below to write your interview questions along with the responses. You get 5
minutes each.
                                                                                                     55
Step 2: DEFINE: The goal for the next step is to come up with a problem statement
 You will now synthesize what you learned from the interviews. (Synthesize means to combine
 different parts into one unified whole).
Write down the common problems you saw people having that you interviewed.
  There are many different problem statements that you can come up with depending on what you
  care about. You will have a different point-of-view depending on the stakeholder that you care
  about: e.g. a young child, teenager, parent, woman, a shopkeeper, government, traffic police etc.
  Think about the values that you care about as a team---affordability, availability, energy, health
  efficiency, environmental impact, safety, etc. The problem statement that you choose to write
  down depends on what matters to you. In the real world, different stakeholders will have
  conflicting values so it is really important to have a problem statement that reflects values that are
  important and relevant to multiple people.
  Once you identify the problem, record the problem statement in the following format and share it
  with the class. Write down your problem statement below or in your notebooks in the following
  format. Here is an example of a problem statement from the choices given:
    The problem I have identified is there are no backrests on chairs for students and it affects
    student comfort while learning. I wanted to do something about this because I want my peers
    and I to have a better learning experience.
                                                                                                         56
The problem I have identified is (1)_______________________________________________ and
it affects (2)_______________________________________. I wanted to do something about this
problem because (3)____________________________________________________________”
Research is a critical step in the problem-solving process. It helps us identify the problem better and
get more information on it. Through this, we can understand thoroughly what problem we are
dealing with and who all are affected by it.
TASK: Do more research on the problem statement you have identified. If you didn't get enough
time to come up with questions in class, you can take the time now to come up with questions.
Once you have finalized your problem statement and have come up with the questions which you
want to research more, In teams you have to go and ask as many people as possible to get the
research for this. You must ask at least 10 people these questions and note down what they say.
As a team decide when you will meet and where you will go.
After you have the required information from the people you spoke to, you have to see what
Information you can use and what you have to remove.
The way you can do this is to see if the answers given by people are related to the problem
statement you want to solve.
REMEMBER: Safety is the top priority. You must always be in teams. You should not enter any
strangers' houses or go to unsafe locations in the community.
* Always inform your teacher and parent before you go to any specific area and ask for advice if
is safe and which locations you must avoid.
*Bring your responses to the next session and share a few of them with the class.
                                                                                                          57
 Design Thinking and Rapid Prototyping (Final Project)
 Session 3
                                                          Learning Goals:
 In the previous session you were asked to choose one       1.      Learn about ideation and how to
problem and explain why you chose the problem and                   solve the problem better
what you want to solve. The first step was empathy           2.      Learn to rapidly design and sketch
which means that you need to think about whom you           3.      Learn how to build a prototyping
want to design for and understand their behavior. We
saw that there were many ways of doing this and
learned some guiding questions to help learn about the
problem more and their perspective. We learned what
the problems of our community are and empathize with
them.The second step was “define” where all of us
came up with a problem statement and did research to
back it up as a take home activity.                      Activity: Impossible objects
Take 5 minutes to quickly share with the class some      Think about any object around you. Now pair
findings from the take home activity.                     up and begin the ideation process—you have to
                                                         connect the two objects and come up with a
In our previous sessions, we have completed the first     hybrid (combination of both of the objects). Try
two steps now it is time to look at ideation!            imagine the item that comes out of it and what
                                                         details it entails
                                                                                                         58
IDEATION
 From the previous activity, keep up the same spirit of coming up with crazy ideas.
 We will use the same creativity from the last activity and use it for our projects.
 In your project groups (group of 5) think of your problem statement, come up with AS MANY
 SOLUTIONS AS POSSIBLE to the problem statement.
 For example: If you interviewed the elderly and they said they need help with remembering what
 medicines to take and when then you can make them a medicine reminder box.
 GO WIDE, GO BIG! Think of crazy ideas, don’t limit yourself by physical constraints or
 common-sense limitations.
 This is an ideation process. Each person in the team should come up with as many ideas as
 possible. You should note it down individually in this guide or paper. You have 5 minutes to come
 up with as many ideas as they can.
 Once you are done, count how many ideas each person on your team came up with below.
Person 1:
Person 2:
Person 3:
Person 4:
Person 5:
                                                                                                     59
Now in your team, share the ideas that everyone came up with. You can take 5 minutes for this.
The next step is to discuss the following questions-
  1.  Which ideas did everyone like?
 2.   What were common themes?
 3.   What was unexpected?
 Now, you have to decide on the top 3 ideas that you like.
Make sure that everyone’s ideas were considered fairly. You can even combine ideas that are
similar or that you think go well together. If you are struggling to decide what ideas to pick, you can
vote on each one!
Idea 1:
Idea 2:
Idea 3:
PROTOTYPING
Prototyping is the process of experimenting with ideas and trying to bring them to life. You work on
implementing your idea using various materials---paper, cardboard, wood, digital, clay, electronics. A
prototype is used to test different working aspects of a product before the design is finalized.
A prototype is a working model of a product that is used for testing before it is manufactured. The
advantages of prototyping are :-
  1.   They help the people understand what all is required to make the product. Basically they
       understand the manufacturing process
 2.    How users will use the product
 3.    How the product could fail or break.
For example, a team of engineers designing a new cell phone might produce several cardboard and
paper models to illustrate how the final product would look and feel. They may survey the general
public to gain feedback about how the cell phone could look. The team might build a sturdier plastic
prototype to test how easily the cell phone could break when dropped. If the prototype does not
meet the team's design requirements, then they may try again to come up with a better prototype.
                                                                                                          60
For this activity you will stay with your group created before. As a team, sketch/draw a prototype of
your favorite idea you had selected from the last session using the space below or on a piece of
paper. You can use any material you need, the Idea is to make a prototype of the product you will
implement.
While creating the prototype these are few things you can keep in mind:
  1.   What will be the name of your product?
  2.   What will it look like ?
  3.   What materials will you need to make it?
  4.   What do you want your final product to do?
The teams have 30 minutes to come up with the drawing of the prototype.
                                                                                                        61
  Once you are done with the drawing of your prototype, each team has 5 minutes to come up and
  present your ideas to the class!
  Now, we need to examine and evaluate your final prototype to see what works and what doesn’t.
  Once you have finalized it on paper you have to make a physical prototype of the product. You
  can use the components that you actually plan to use or use material like cardboard and chart
  paper to give a feel of what it will look like.
*Please get your prototypes and come to class for the next session.
For this assignment, you will have to do more research on the solution just as you did for the
problem itself. When you identify a problem, more often than not there is already a solution out there!
                                                                                                          62
Design Thinking and Rapid Prototyping (Final Project)
Session 4
Materials Required :
 1.   Colourful Pens
 2.   Post-it notes
 3.   Chart Paper
 4.   Wall space if available to stick post-it notes
 5.   Any other materials in your environment!
                                                                                                        63
Activity: Creating a User Survey
For this activity, we will be creating a User survey. To prepare the questionnaire, work with your
groups in which you had worked with for your previous session. Appoint one person to write neatly
on a blank sheet of paper or use the space below and create multiple choice questions as this
sheet will be shared with other groups. Following are some sample questions that you can have in
your User survey
  Use the space below to write your sample questions for your user survey. You have 15-20
  mins for this.
    The User survey should be short, simple and direct to the point. User will not have time to
    talk to you for more than 10 minutes so make use of all the time you get!
                                                                                                     64
Presenting your Prototype
Now you will require to collaborate with groups. You will pair with another group and will be
presenting your prototype to them.
Pair with your partner group and take 15 minutes to present your prototype and ask your
customer survey questions. After this they will receive feedback from the other team for 5
minutes. Then the reverse will happen. The other team will present for 15 minutes and then take
feedback for 5 minutes.
Some of the questions may not come in use because they are talking to students. So they can just
ignore such questions!
Use the space below to write the feedback you received for your prototype.
   Through these activities we came to know how effective and useful user surveys are to
   improve your prototype. Always keep in mind the guidelines that we had discussed while
   creating the user survey. We have almost come to the end of our final project with this step!
In the next session, we will present our final prototype to the class.
                                                                                                   65
Final Project Presentation
Session 5
  Once the team is done presenting, it will be time for a        Team Awards
  feedback session. For this you will need to follow the
                                                                 For this activity, you design unique
  format below while sharing your feedback
                                                                 titles/awards for each team member.
                                                                 The groups collectively decide which
                I like, I wish, What if                          person gets what title and select one
                                                                 person to read the list out to the class
                                                                 and explain why they’ve got that title.
 As we come to the end of the program, we hope all of            Keep it funny, unique and appreciate all
 you have some important things to take away from each           your team members in some way. For
 module. It is essential to understand the values and            example - we can have one member’s
 thought process that drive hands-on-making and                  title as the ‘fire extinguisher’ - this
 tinkering. What we hoped to achieve through this                person puts out everyday fire like a pro
 program was to foster problem solving and critical              and always keeps calm and composed,
 thinking while having a humanistic outlook to                   the peacemaker during conflicts.
 situations/scenarios.
                                                                 You have 5 minutes to present.
 let us take 5 minutes and write on a piece of paper and
 write down 3 words to describe your experience with
 hands-on-making.
Materials Required :
        1.     Colourful Pens
        2.     Post-it notes
        3.     Chart Paper
        4.     Wall space if available to stick post-it notes
        5.     Final Prototype
                                                                                                             66
Reflection and Learnings :
 1)   Write down some new things you have learned about your community. Share your experience with
      the class or use the space below.
 2)   Coming to identifying problems in the community, we know it is never easy to find a solution but
      were you able to make a meaningful impact through your project?
 3)   What were some hiccups you faced during the solution finding process - did it help that you
      worked as a team?
 4)   What were the ideas that the team came up with and which was the final idea? What was the
      feedback they received for the prototype from the customers? Were you able to try out their idea
      and what happened because of it?
Use the space below to draw or write your reflections and learnings
67