i-Lab Simara

i-Lab Simara

Date

23-27 June, 2025

Project Duration

5 Days

Overview

Demographics of Shree Nepal Rashtriya Secondary School

iLab at Shree Nepal Rashtriya Secondary School

The iLab program at Shree Nepal Rashtriya Secondary School was launched on 9th Ashad, 2082, with the aim of fostering creativity, innovation, and entrepreneurial skills among Grade 7, 8 and 9 students. The program sought to empower students through hands-on experience in design thinking, research, and product development, equipping them to address real-world challenges.

The project followed a phased approach, including initial planning, a Maker Space Setup, and a special Innovation Accelerator Program (IAP) focused on problem identification, innovation, critical thinking, design thinking, and entrepreneurship.

The IAP was divided into multiple sessions, covering a range of topics including problem identification, co-founder selection, market research, product development, and prototype creation. Students actively participated and developed innovative solutions to local community problems.

Innovation Accelerator Program

iLab Maker-space Setup

The iLab makerspace was set up on 9th Ashad, 2082. It included the collection and organization of essential materials such as 3D printers, tools for prototyping, and other educational resources needed for the program.


Student Enterprise Groups

Each student team developed solutions based on local challenges. During the Innovation Accelerator Program, five student teams worked under the thematic areas of Local Issues, Sustainability, Tourism, Education, and Water Pollution.

Local Issues1. Loottantra

Main problem

Corruption is a deep-rooted issue, leading to poor infrastructure, unfair resources, and weakened public trust. Its invisible, systemic nature makes it persist, with rare accountability and limited youth engagement.

Solution

Loottantra is a corruption-themed mafia-style card game where players become citizens, detectives, or corrupt officials. Through real-life inspired roles, scenarios, and consequences, the game shows how corruption operates subtly and systemically.

Key features

  • Role, incident, and consequence cards based on real contexts
  • Promotes dialogue, deduction, and critical thinking
  • Fun, engaging, and educational for youth and adults

Expected outcomes

  • Raises awareness about corruption
  • Empowers youth to question and challenge it
  • Builds critical thinking and teamwork skills

Sustainability and Local Enterprise2. Simara Sparsa

Main problem

Plastic waste and discarded materials pollute Simara, while meaningful ways to gift and share memories are declining. Useful materials like cow dung, paper, and bottles often go to waste.

Solution

Creating Simara Sparsa, a sustainable gift enterprise that transforms waste into eco-friendly products such as cow dung pots, plant showers from old bottles, and memory tags.

Key features

  • Cow Dung Pots: Fully natural and biodegradable
  • Plant Shower: Irrigation tool made from reused bottles
  • Batabaran Hero Certificate: Recognizes customers as environment champions
  • Simara Green Army Membership: Builds an eco-conscious community

Expected outcomes

  • Reduces local waste by turning it into meaningful gifts
  • Promotes tree planting and clean-up through community programs
  • Empowers youth to lead change for a greener, happier Simara

Tourism Innovation3. Simara StoryCrafters

Main problem

Tourists visiting Simara often miss its cultural richness due to lack of structured routes, guides, and information about local attractions.

Solution

Creating a travel diary guidebook for Simara, featuring local attractions, hidden stories, walking routes, food spots, cultural tips, photos, and maps.

Key features

  • Includes walking routes, food recommendations, and cultural etiquette
  • Designed in multiple languages for wider accessibility
  • Student-researched and written for authentic local perspective

Expected outcomes

  • Enhances tourist experience and engagement with Simara’s culture
  • Promotes local businesses and heritage sites
  • Empowers students to document and share their community stories

Education4. Dristi the Inclusive Card Game

Main problem

Extracurricular activities are often non-inclusive. Indoor activities often segregate blind and non-blind students, preventing them from learning together.

Solution

Create a specially designed inclusive card game with Braille markings and tactile design, allowing visually impaired students to identify numbers by touch.

Key features

  • Braille-integrated playing cards for equal participation
  • Multiple gameplay modes for math and fun activities
  • Academic reinforcement through number-based tasks

Expected outcomes

  • Inclusive participation for both blind and non-blind students
  • Enhanced peer interaction and empathy
  • Promotion of equity and accessibility in school environments

Water Pollution5. Simara Climate Warriors

Main problem

Limited awareness of the health effects caused by pollution and the absence of measurable data on pollution levels in the local area.

Solution

Develop a Water Testing Kit for evaluating drinking water quality and introduce soil testing tools for environmental and agricultural awareness.

Key features

  • Hands-on testing with locally collected samples
  • Water Metrics: pH, Turbidity, Hardness, Iron
  • Soil Metrics: pH, NPK Content

Expected outcomes

  • Greater awareness of local pollution issues
  • Active student participation through real-world experiments
  • Accessible tools for schools and communities to monitor health

iJatra (Feburary 24, 2026)

iJatra was conducted on Feburary 24, 2026 (Falgun 12, 2082) as a vibrant and well-attended event that combined formal ceremony, student innovation showcase, and entrepreneurial engagement. The event recorded a total participation of over 500 people, including around 184 external visitors beyond the school’s own students and staff.

The program began with a formal inauguration in the presence of distinguished guests, including the Ward Chairperson, the Deputy Mayor of Jeetpur-Simara, the WorldLink CSR team, and the EWBN team. Following the formal session, the event moved into the core exhibition and marketplace component, where student stalls featured a diverse range of products including Thekuwa, Gujiya, Stickers, Panchakanya Achars, Silam-Sakma, Drisya – The Card Game, recyclable pencils, and paper soap. iJatra also demonstrated promising entrepreneurial outcomes, with total sales reaching Rs. 12,000 during the event.

Hear From Our Students

PC

Puja Chaudhary

Student at iLab

“Before iLab, we were shy and afraid to speak up. The program gave us a platform where we could ask questions freely and share our thoughts without hesitation. It taught us to see challenges as opportunities. After just five days, I now feel confident expressing my ideas and speaking out.”

IY

Indal Yadav

Visually Impaired Student

“As a visually impaired student, I felt truly included in the program. It wasn’t just about participating — it was about being involved equally with other students. Through iLab, I came up with the idea of 3D printing alphabets and characters so students like me could feel and learn them.”

Picture Gallery

Some Moments Captured

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