School Adoption Example: Gurukul Montessori School, Prayagraj

School adoption example

Gurukul Montessori School, Prayagraj

A practical example of how a school moved from product demonstration to class-wise planning and an institutional THOWL Games order.

01

The requirement

The school needed a practical way to evaluate screen-free educational games for different age groups and classroom situations rather than applying one identical game bundle to every class.

02

The demonstration

THOWL Games demonstrated the six-game range so the school could understand the play format, group size, teacher use and differences between language, communication, logic, creativity and dexterity games.

03

Class-wise planning

The planning considered age, class level, likely group size and whether a game would work as a main classroom set, a common activity set or a shared resource between sections.

04

Institutional order

Following the demonstration and planning process, Gurukul Montessori School moved forward with an institutional THOWL Games order.

What this example shows

School purchasing works better when quantity follows use.

Not one bundle for every classDifferent ages and learning spaces may need different games.
Small-group planning mattersClass strength, sections and rotation affect the practical quantity.
Demonstration before purchaseSchools can evaluate how children and teachers will actually use the game.
Institutional supportTHOWL can prepare a quotation, quantity plan and implementation suggestion.

Scope of this example

This example documents the school demonstration, class-wise planning process and institutional order. It focuses on how the school evaluated and selected the games; learning outcomes and testimonials are outside the scope of this example.

Planning games for your school?

Share the classes, number of sections, student strength, learning priorities and intended use. THOWL Games can recommend a practical mix and quantity plan.