
Tejasvi Bongirwar Musale is the CEO at Luma World, an award winning educational games startup based out of India that makes products for families around the world. After over 10 years of success leading teams and as top level management in telecom and healthcare, she felt the urge to follow her passion in education to create something that added value to young learners across the globe. Through Luma World she works closely with educators and families to help develop innovative play-based resources that help develop life skills and moral values in young learners that go beyond their academic curricula. As a mother to a young daughter, her goal is to leave behind a better planet by educating and inspiring a new generation of responsible, compassionate and innovative thinkers.
The COVID-19 pandemic has revolutionized the way children learn and play, prompting a signicant shift towards oine educational board games and toys. In India too, with schools closed and families seeking alternative learning opportunities at home, there has been a resurgence of interest in toys and games that foster cognitive development, problem-solving, and social interaction. This article explores how the pandemic has transformed the landscape of oine educational game-based resources, shaping the way children engage with learning at home or in school.

The biggest factor for the accelerated growth of the learning and educational games market is the current global scenario. Our world today is at the cusp of a revolution and we’re moving away from an industrial economy to a knowledge based one. Gone are the days when process driven, theoretical knowledge and rote memorization dened our need for education and the real-world application of it. Today we require skills that go beyond our textbooks and will help us succeed in a highly demanding future world. New age skills include creative and critical thinking, problem solving, communication and emotional intelligence.
This all-round skill development cannot be catered to by a traditional system of instruction that is both hierarchical and unidirectional. This is where toys and games play such an important role. Play-based learning is all about self-paced discovery, curiosity, collaboration and upskilling. Unlike traditional learning there is greater emphasis on problem solving and experimentation with a high acceptance of failure. This allows for accelerated development in early years and learners tend to show high prociency in core skills, often way beyond their years. Educational games allow for greater engagement, better knowledge retention and focused remedial action making them a preferred choice by all stakeholders – educators, parents and learners.
Stay tuned for parts 2 and 3 of this fascinating article which include:
- The rise (and fall) of EdTech solutions
- Why oine Educational Games and Toys work well in India
- Adaptation to the New Normal



Thank you so much David ji for your encouraging and kind words. We are really glad that you liked our article 🙂 Thank you also for believing in our vision to make learning fun and life-long for children across the globe through our game-based innovations. Your support is surely pivotal to all the toys & gaming companies who are working hard to make a difference to the lives of our next generations.
Very well written!! Globally everyone knows that India is a strong place academically. Indian doctors shine globally so also the IIT-ians ( Indian Institute of Technology graduates), who do very well in the engineering. I remember in the eighties Hasbro’s chairman used to remark that if a guy is from IIT, India, grab him for the product development and manufacturing. Here, in India, LUMA is not only making educational games but the most important part of “making learning fun”. While the child is enjoying the game with the friends or family, he is learning at the same time. You can expect more innovative toys happening in India in the days and months to come….