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Lasse Leponiemi

Chairman, The HundrED Foundation
first.last@hundred.org

The Game Lab

place India + 4 more

Khel Khel Mein Padh Lenge (We Shall Learn With Play)

In India, 5–6 million children drop out of school every year. The pattern goes: rote learning methods kill curiosity, understanding suffers, kids lose motivation, and spiral out of school. Game Lab interrupts this with a dedicated school lab where Grades 1–8 learn STEM through hands-on, interactive, social games. Struggling students get the most advantage - their scores improved 65% with Game Lab.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated May 2026
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Not A Bot

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I want every Indian child to leave school still curious, still confident, and still in the system. That last part isn't poetic — it's a measurable goal the country is failing at. UDISE+ 2024-25 shows secondary retention at 47.2%; ASER 2024 shows over half of 14–18 year olds without basic arithmetic. Behind those numbers are roughly 5-6 million children dropping out every year, most ending up in lower-paid, less-stable work, raising children who face the same odds. Education is the cheapest exit from the unemployment-and-poverty cycle, and India is witnessing it close on millions of families. The change I want to see is mindset and method - it starts early and it will need serious commitment from the schools and parents. Learning should be play-based and explorative, student-led. Teachers must be supported with games and pedagogy that makes abstract concepts tangible. Concept gaps should be caught in the term they appear, not the year a child fails. Impact should be measured not just by test scores, but by engagement and improvement. We should track whether children continue learning, stay curious, and build confidence. Our Game Lab is the embodied learning space which can offer such experience and tools to students and teachers. NEP (National Education Policy of India) 2020 also imagines this kind of a classroom. Game Lab is our attempt at closing at breaking the negative cycle of "I'm bad at Math", or "I'm not good at Science" that students fall into early.

About the innovation

Why did you create this innovation?

"Every child starts school with the same instinct: curiosity. By the end of primary school, in India a large percentage of students lose it, and with it, lose belief in their own abilities.

Annual Status of Education Report 2024 (https://asercentre.org/aser-2024/) shows more than half of India's 14–18 year olds cannot do basic division expected of a Class 3 student. That gap doesn't appear suddenly in Class 9. It begins with one missed concept after another for years, and then the child quietly decides, "I am bad at maths”. Lack of engagement, missing classes and then dropping out, it’s a pattern. Less than half the children who start school finish it, the UDISE+ 2024-25 puts secondary school retention at just 47.2%. Roughly 5 to 6 million students drop out of school every year.

Unfortunately, this leads to a lifetime of lesser choices, lower earning and a higher chance of seeing the pattern repeat in their own family with their own children. A feedback loop between under-education and poverty takes generations to break.

Personally, while growing up I always felt something was missing in how we learnt. School demanded obedience when I craved exploration, sit quiet while the mind was bursting with questions. The freedom to experiment, fail and learn by feedback was never available.

We built Game Lab because the place to interrupt this loop is at the very start of it — in primary classrooms, where curiosity is still intact and concept gaps are still small.

What does your innovation look like in practice?

When we started making learning games, we had just one focus - make games that kids truly love.

To make the Game Lab, we took each curriculum concept, say fractions, magnetism, or water cycle, and turned it into a game. Not a quiz, not a worksheet with stickers. A game with a goal, real stakes, and a rising challenge curve that keeps the difficulty level just right. A small win, then a slightly harder win, maybe a setback they can recover from. That's how learning works, and games are the best catalysts for it.

So Game Lab is a physical space where kids play STEM-based games mapped to their school curriculum, 1-2 times every week. In each meet, they learn deep concepts by playing with physical + digital AR games, offline board games, interactive exhibits and AI-based learning experiences. Children explore topics, play in teams, ask questions, argue, challenge each other, and learn a ton. As one teacher told us: "Back benchers come forward and participate." "Introvert child in my class becomes an extrovert in the Game Lab," another said.

Our games are heavily tactile and kinesthetic in nature, the digital games are highly immersive with AR, and AI-based adaptive learning keeps the challenge curve just right for each learner. 80 hybrid games. 300 curriculum topics. NEP 2020 aligned. 25,000+ students.

Our level attempt tracking data proves that struggling students get the maximum benefit from the Game Lab, with improvements going as high as 65% over traditional instruction.

How has it been spreading?

Game Lab has grown from a single pilot in 2022 to 17 schools across 5 chains, reaching 25,000+ students. The curve: 1,000 (2023), 5,000 (2024), 20,000 (2025), 25,000 today.

Two partnerships illustrate what that growth actually looks like. At Air Force Schools - serving children of IAF personnel across metros and smaller cities - we operate under a 10-year contract framework. It proves that play-based STEM is a priority and treated as an institutional commitment. At Sanskriti Schools, we ran 436 sessions across 39 sections in six months; 48 teachers participated, and 12 led sessions independently. The model transfers to school staff - it doesn't depend on us being in the room.

Beyond physical Labs, our games are used as curriculum content by the University of Western Australia, TU Delft, and Polymath Jr in collaboration with City University of New York — institutions embedding Not a Bot games into their own courses without a physical Lab.

Over the next 2-3 years: scale AFS nationally and then take Game Lab to government and tier-2 schools. Make Game Lab a recommended path by the primary boards in India, since it's NEP aligned and schools will be happy to adopt if recommended by the board. We will use our proven strategy to accomplish learning outcomes for students in partner schools. We also intend to publish independent research exploring the effects of Game Lab participation on longer-term student retention - in service of our mission to help India break that barrier.

If I want to try it, what should I do?

Game Lab can be adopted at three levels of commitment. Pick the one that fits your context.

Level 1 — Try a single game in your existing classroom. We license individual games (with teacher guides, printables, and physical components) for a single concept, grade, or unit. Cost is low; setup is almost nothing. Best for piloting the pedagogy before committing to more.

Level 2 — Run a Game Corner. A subset of the Lab - one or two stations, ~10–15 games covering a specific grade range. Sits in an existing classroom or shared space. We provide the inventory, train the teachers, and check in monthly. Best for schools without spare room or budget for a full Lab.

Level 3 — Install a full Game Lab. Dedicated room, full Grades 1–8 inventory, AR/AI tablets, multi-teacher training, yearly subscription that keeps the curriculum, games, and inventory current. Best for schools committing to play-based STEM as core infrastructure. Setup: 1 week. Ongoing: refresher trainings every term.

Across all three levels, our core promise is that the model transfers to your teachers and runs independently.

To start a conversation: write to team@notabot.ai with your school or institution context. There is no cost at the discovery stage - we will suggest the right entry level.

Implementation steps

Choose your entry level
Decide between licensing single games (Level 1), running a Game Corner (Level 2), or installing a full Game Lab (Level 3). We help you scope this in a free discovery call.
Set up the physical components
For Levels 2–3, we install the games, manipulatives, AR-enabled tablets, and storage. Setup ranges from a few hours (Level 1) to 1–2 weeks (Level 3). Game Lab works offline — important for schools with unreliable internet.
Train the teachers
We train your teachers to facilitate, not lecture: how the games work, the pedagogy behind play-based learning, how to assess progress, how to handle group dynamics. Training depth scales with entry level. At Sanskriti, 12 of 48 trained teachers now lead sessions independently.
Run the sessions and iterate
Students attend 1–2 sessions per week as part of regular timetable, in groups of 4–5. We monitor engagement and outcomes, refresh game inventory as it wears, push curriculum updates as syllabi evolve, and add new games each term. The Lab stays current the same way a library stays current - with a yearly subscription.

Spread of the innovation

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