Sesame Workshop India

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Sesame Workshop India: Play 'n' Learn

New DelhiNew Delhi
Year Founded:
Organization type: 
for profit
Project Stage:
$250,000 - $500,000
Project Summary
Elevator Pitch

Concise Summary: Help us pitch this solution! Provide an explanation within 3-4 short sentences.

With 'Play 'n' Learn’ Sesame Workshop India aims to create digital games across platforms that would aid in children’s learning and development. The objective is to take learning on digital media to scale and build a sustainable model.

WHAT IF - Inspiration: Write one sentence that describes a way that your project dares to ask, "WHAT IF?"

What if digital games could be leveraged in a manner that it impacts the overall development of children in the longer run?
About Project

Problem: What problem is this project trying to address?

Low reading levels among children in India, lack of affordable high quality educational inputs in public & private sectors and lack of quality teachers are among problems that impact children across the country.

Solution: What is the proposed solution? Please be specific!

The solution is to provide children with additional support in and outside school through engaging methods to aid what they learn in schools, communities and from teachers. Withe the advent of technology, digital media and games, it is easier to reach children in remote corners who are otherwise difficult to reach and provide them with an entertaining way to learn. We at Sesame Workshop India are working towards creating a bank of games around literacy and numeracy, that can be played across multiple digital platforms like mobile phones, tablets and PCs. Playing these games would increase the literacy and numeracy of children. The games would be built for children who are below 8 years of age.
Impact: How does it Work

Example: Walk us through a specific example(s) of how this solution makes a difference; include its primary activities.

Prior to the main phase, a six-month pilot project was conducted to investigate the use and impact of Math and Hindi content on digital applications. We observed that the intervention benefits younger children, who made greater gains in Hindi comprehension, and Hindi word knowledge and imagination compared to those not exposed. Also, boys seemed to especially benefit from the Hindi content in the apps. Compared to the control group, boys in the intervention showed greater growth in Hindi Reading and Hindi Comprehension. The findings are encouraging and suggest that digital apps have the potential to contribute to children’s learning.

Impact: What is the impact of the work to date? Also describe the projected future impact for the coming years.

Smart phones were made available to 40 families (with children aged 6 to 8) in Delhi with pre-loaded content in the form of packaged games (apps). Research found that the intervention benefited younger children, who made greater gains in Hindi comprehension, and Hindi word knowledge and imagination compared to those not exposed. We intend to partner with device manufacturers and make our content available to children across the country.

Spread Strategies: Moving forward, what are the main strategies for scaling impact?

From among the bank of games we're planning to have at least one game with a go-to market strategy, specifically targeted to parents and their children below 8 years. The applications will be promoted with the view of expanding the user base for Galli Galli Sim Sim digital content by leveraging cross promotion on our television show, websites and online stores.

Financial Sustainability Plan: What is this solution’s plan to ensure financial sustainability?

The idea is to have at least one game that has a 'go-to' market strategy. This game would be promoted through social media and linked with our existing promotions to reach out to children essentially belonging to the higher Socio Economic Classes (SECs). The revenue generated through the games would be realocated to reach the lower SECs.


1. Sashwati Banerjee, Managing Director 2. Ira Joshi, V.P., Education & Research 3. Anuragini Nagar, Senior Manager, Education & Research 4. Ruchi Singh, Senior Manager, Education & Research
About You
Sesame Workshop India
About You
First Name


Last Name


About Your Project
Organization Name

Sesame Workshop India

How long has your organization been operating?

Organization Country

India, DL, New Delhi

Country where this project is creating social impact

India, DL, New Delhi

What awards or honors has the project received?
Funding: How is your project financial supported?


Primary Target Age Group

3 - 5.

Your role in Education


Please specify which of the following best applies:

I am applying on behalf of a particular program or initiative.

The type of school(s) your solution is affiliated with (if applicable)


Intervention Focus

Childcare, Curricular, Extracurricular.

Does your project utilize any of the innovative design principles below?

Putting Children in Charge: Giving children a voice and cultivating agency via experiential learning, project-based learning, and civic engagement.

Is your project targeted at solving any of the following key barriers?

Whole child development is undervalued: Essential parts of development get left behind as children get older, such as healthy habits, executive function, and social and emotional learning.

What key learning outcomes does your work seek to improve?

Improving Hindi literacy and numeracy among children

Secondary Form
PROGRAM DESIGN CLARITY: We are hungry to know more about what exactly your model consists of. Please succinctly list a) what main activities are you doing with your beneficiaries, b) where you carry out the activities? c) how often? d) for how many hours? e) who delivers the services? and f) any other brief details
INSPIRATION: What do you consider the most important trends or evidence that inspire you to believe the world is ready to Re-imagine Learning? Please elaborate.
LEARNING THROUGH PLAY: What does “learning through play” mean to you and why it is a must-have, instead of a nice to have?
SUSTAINABILITY: Please list a quick breakdown of your funding, indicating the percentage that comes from each source.
MODEL: How does your mission relate to your business model (i.e. Non-profit, for-profit or hybrid)?
FUNDING PRIORITIES: If your organization were given $20K in unrestricted funding today, how would you use it? Why?
PARTNERSHIPS: Tell us about your partnerships that enhance your approach.
COLLABORATIONS: Have you considered or initiated partnerships with any of the other Challenge Pacesetters? If so, please share.
VISION: If you had unlimited funding, and you could fast forward 15 years to when your program has been able to achieve wild success - what will it have achieved?
IMPACT - KEY METRICS: Please list the key data points that you would cite as evidence that you are able to achieve lasting learning outcomes. Please also share one data point for which you most hope to see better results over time
IMPACT - REPORTING SAMPLE: Please attach any examples of your impact reporting. [optional]:
RESEARCH AND EVIDENCE: Please link or attach any research or evidence resource you are open to sharing more widely [optional]. Building research and evidence is a key aim of this initiative, and the resources you share may be chosen for listing in the Center for Education Innovations library:
SOURCE: If applicable - who created the research or evidence you are choosing to share? :
IMPACT - REACH: How many people did your project directly engage in programmatic activities in the last year?

STUDY: Has an external evaluation or study been conducted of your organization?

Other (please specify)
Number of Employees:

Number of Volunteers:

APPROACHES: Given the complexity of play, it is not surprising that there have been numerous research attempts to categorize the different types and approaches! Please indicate which of the following your project focuses on.

Other (please specify)
AFFILIATION: Please specify if your organization has any existing affiliations with the LEGO Group.