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PIC-A-CLUE

A QUIZZICAL BINGO ON WORLD

A unique game of pictorial bingo for children and adults to acquaint themselves with the flags, currencies, dances, foods, animals and monuments of the world.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS:

  • Bingo Board
  • 30 Reusable tickets
  • 60 clue cards
  • 60 counters to place on the board and extra 40 counters.

How to Play:

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card and read the clue.
  • The players need to solve the clue and identify the correct picture for that clue. If they have the respective image on their ticket then they will press it out. IMP: If they fail to identify the picture for that clue they will not be able to press out the image on their ticket.
  • The Quiz master needs to place a counter on the picture done, on the board, to verify any claims.
  • Prizes may be given for 4 corners, first five, 1st Row, 2nd Row, 3rd Row and full ticket.
  • VARIATIONS:

    The person conducting the game may ask the question on the card and wait for the right answer. On receiving the right answer, he can show the image on his card to the players. The players will press out the image on their ticket, if they have it.

    Prizes can give out for different combinations like, all images in a V shape, diagonal lines, etc.

Age Group: +7 Years

PIC-A-CLUE

A QUIZZICAL BINGO ON INDIA

This is a unique game for everyone to identify, familiarize and connect with Indian culture, heritage, the diverse festivals, sports and heroes.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS:

  • Bingo Board
  • 30 Reusable tickets
  • 60 clue cards
  • 60 counters to place on the board and extra 40 counters.

How to Play:

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card and read the clue.
  • The players need to solve the clue and identify the correct picture for that clue., if they have the respective image on their ticket then they will press it out.
    IMP: If they fail to identify the picture for that clue they will not be able to press out the image on their ticket.
  • The Quiz master needs to place a counter on the picture done, on the board, to verify any claims.
  • Prizes may be given for 4 corners, first five, 1nd Row, 3st Row, 2rd Row and full ticket.
  • VARIATIONS:

    The person conducting the game may ask the question on the card and wait for the right answer. On receiving the right answer, he can show the image on his card to the players. The players will press out the image on their ticket, if they have it.

    Prizes can given out for different combinations like, all images in a V shape, diagonal lines, etc.

Age Group: +5 Years

RACE-O-MATHIC

(Use your mathematical and analytical skills to race to the finish line)

How to play:-

  • Each player chooses a car and places it at the start of his or her chosen track.
  • He will have to answer the questions from the question bank that matches his track colour. (e.g. If I have chosen a yellow track then I will choose yellow question bank)
  • Each question bank has 2 Levels.
  • The player who starts rolls both the given dice together. (One colour die denotes the number in the tens place and the other colour denotes the units place. The choice of colour is at the discretion of the players.)
  • On rolling the dice read the numbers displayed on both the dice, ie the tens die and the units die and the resulting number will denote the question number that has to be answered.
    (for Eg:- if the units die reads 5 and the tens die reads 3, then the number is 35 and the player has to solve question no 35)
  • The question will be asked by the player sitting to the right of the player who rolled the dice.
  • The player has to answer that question correctly to move ahead.
  • If the player answers incorrectly then he has to wait for another turn to move ahead.
  • If the question has already been asked during the game then the player must roll the dice again for a new question.
  • The players also need to follow instructions written on the track during the course of the game to move ahead.
  • The player who completes the circuit first - wins the game.
  • You can create your own quiz too!!

Available in 2 levels: Junior for grades 1 to 3 and Senior for grades 4 to 7.

Contents : Racing track flex , Question booklet with answers, 4 cars and 2 dice.

Age Group: +5 Years

Parikrama

Journey Through India...

The word Parikrama means a path surrounding an Object. Through this game we give each child an exciting mental and physical experience of doing a parikrama around their motherland-India.

Learning objectives:-

  • Learning about the political division of India.
  • Identifying the states, capitals and their locations.
  • Equipping them to play a fun recall Memory Game wherever they are.
  • Spending fun filed hours with their friends, Twisting and Turning on the Map of India.

Contents for Memory and Twist and Turn games:-

  • 6’x4’ A representative political map of India on vinyl.
  • An A4 size labelled political map of India
  • A deck of cards representing the Indian States and Union Territories
  • A deck cards representing the respective capitals
  • A die
  • Instruction leaflet

Age Group: +5 Years

Instruction Leaflet

  • How to play the Memory Game- (Players 4-6)
  • Shuffle both the decks of cards together.
  • Lay them face down in a random order on the floor.
  • The player chooses two cards to turn.
  • If a capital matches the state it becomes a set and he keeps it with him, if it doesn’t match he lays them back and the next player chooses.
  • The capital on one card has to match the corresponding state on the other to make a proper set.
  • This goes on till all the cards are collected
  • The one with the maximum sets is declared winner

Hint

The key to this game is remembering the position of the cards up turned by other players. This thus enhances the memory of the players.

How to play Twist and Turn- (upto 8 players)

  • Make two teams
  • Shuffle only the deck of STATES cards and keep it face down
  • Lay the vinyl map of India on the floor
  • The die has four faces-LH-Left hand, RH-Right hand, LF- Left foot, RF- Right foot.
  • Let one player from each team stand on either side of the map
  • The rest of the players will take turns in drawing a card and rolling the die.
  • The face on the top of the die indicates the body part that the player has to place on the state shown on the card picked.
  • The team mate then instructs the player on the state chosen, to put the relevant hand or leg.
  • The player will have to identify the state, if either the state or the body part are wrong the team loses and the opposite team gets a point.
  • If both teams are correct then the next team member draws and rolls again.
  • If both players identify all correctly then the team whose player who loses his balance first is declared out and the opposite team gets the point.
  • The team with the maximum points wins.

Important:- The player on the map cannot move his hand or foot from the previous position unless the die says so.

The fun element of this game is when two players get tangled on the map and find it difficult to maintain their balance

SHOP SMART

SHOP, SAVE AND WIN !!!

A unique game where you get to be mom’s little helper. Shop for the items on your mom’s shopping list for her favourite recipe – with a given budget and outsmart your opponents to collect them all. You can also sharpen your bargaining skills by trading the items with your fellow players.

No. of players : 2 to 4

Age : 6 years +

Contents

  • A board with shopping aisles.
  • BANK OF PRISM money.
  • Item cards.
  • 1 Die.
  • 4 Counters.
  • 10 SHOP SMART cards.
  • 14 SHOPPING LIST cards.

HOW TO PLAY:

AIM:

The aim of the game is to shop for all the items on your Mom’s shopping list. The person who shops for all the items and has the most money left- wins.

INSTRUCTIONS:

  • The banker gives 3 notes of Rs. 5/- , 3 notes of Rs. 10/-, 4 notes of Rs. 20/- and 1note of Rs. 50/- to each player. The banker can also participate as a player.
  • Place the rest of the money on the board marked BANK OF PRISM.
  • Shuffle the SHOPPING LIST Cards and pick any one card.
  • Place the SHOP SMART Cards on the designated place on the board.
  • Place your counters on the square marked “START” and roll the die. The person who rolls the highest number starts the game.
  • The winner rolls the die and moves to the respective square.
  • When you come upon an item, you need to decide whether you want to buy it or not.
  • You buy the item by paying the required amount to the bank.
  • You can buy the item even if it is not on your list.
  • You can either sell it or keep it with you to prevent the other players from completing their shopping list but remember that you will be only using the money given to you. You may risk running out of money to buy items on your own shopping list if you hold onto to other player’s items.
  • If you land on a “SHOP SMART CARD” square then pick a card from the pile and do as instructed.
  • In this way, each player rolls the die and moves around the board till he buys all the items on his shopping list.
  • If an item needed by a player has been bought by another then he can buy it from that player at a price determined by the player who has the item.
  • The player who buys all his items first, wins.
  • In case none of the players are able to shop for all their items and want to end the game then the person with the maximum money left will win.

Age Group: +6 Years

Pictography

How to play:-

  • To begin all the players place their chosen color counters at the starting point on Number 1.
  • Choosing who starts first can either be done by rolling the die and whoever gets 6 starts or can be done by any other method of random selection.
  • The player who starts first rolls the die; the number displayed is the number of steps he needs to take. He counts those on the board without moving his counter and reaches the required square. He must then pick up one card from the deck of cards of the particular color that he has landed on. For eg:- if he has drawn four on the die, then he has to reach four, pick the card of the color that is square four.
  • He then answers the question on the card drawn. It could be an artistic one where he has to draw the word out or a linguistic one where the picture is given and he has to write the relevant word.
  • On successfully answering the question the player gets to move his counter to the square. If the player cannot answer then he has to remain where he is without moving and wait for his turn again to try to move.
  • The player reaching the finish that is number 50 first is declared a winner.
  • The game comes equipped with paper and pencils to enable the players to draw and write.

Age Group: +4 Years

FABLER

BE A MASTER STORYTELLER!!

HOW TO PLAY:

  • Each player is dealt 7 cards. The rest of the cards are placed face down in the center.
  • The player to whom the cards are dealt first will start. The game proceeds with players in playing in a clockwise direction.
  • The player will make a sentence with one of his words and put the card in the center.
  • Each player has to connect to that sentence with one of his cards so as to form a story. If a connection is not possible with his cards, then he will have to draw one card from the deck in the center.
  • The connection has to be sensible. If ALL THE PLAYERS disagree to the addition, only then will a player withdraw his card.
  • The player who successfully connects all his cards first to the story will win.
    He needs to shout out “FABLER” when the last card remains in his hand, that is – when he plays his second last card.
  • If a player plays a card with red words, then the player who is going to play next will have to do what is written on it.
  • You cannot change the form of the words but plurals are allowed.
  • This game can be played in a timed mode, if desired.

Age Group: +7 Years

RUMMAGE CARDS

SUGGESTED OTHER USES FOR RUMMAGE CARDS

  • This game can be used to teach spellings, word derivations, words in a word, suffixes and prefixes.
  • You can use the 8 blank cards given to make extra alphabets using an erasable marker.
  • For children learning phonetics : you can put down the vowel sound or blend and ask him to add consonants at the start to see how many 3 letter words he or she can make.
  • If you want to teach him the Magic ‘E’ that when added to the end of the word changes the sound of the vowel in the syllable before it then put down words like – cap_ , mop_ , pip_. Add the E and ask the child to say the word. He will identify why the sound changes.
  • You can make random words that can form a sentence, put them down and ask the child to sequence them in a logical sentence.
  • The importance of spacing can be taught simultaneously.
  • For older kids, a list of dictation words or spellings that you want them to learn can be compiled. Give them the alphabets in random order and then ask them to make the word. Or make the word but leave blank spaces to be filled by the correct alphabet.
  • Suffixes like : -tion, -sion and –xion also confuse children. So do prefixes like: im-, dis-, in-, etc. The list of the words can be searched on the internet. Put down the suffix or prefix in one column and the words in another column and let them match.
  • For 10 year olds or older kids just put down the prefix or suffix and ask them to list the words in a timed mode.
  • You could even play a game of recall. Make a word, show it to the child, turn the cards or jumble them and ask the child to recall.
  • Make a large word and ask the child which other words can be made from using those alphabets.

Age Group: +3 Years

WORD THRILL

A thrilling spread of words

A unique way for your child to lay down his creativity with words and test his fortunes to reach the highest scores. An ideal way of enhancing a child’s vocabulary and challenging him to come up with a winning combination of letters.

Contents-

  • A die
  • Deck of 100 printed cards and 4 blanks with their points printed on them.
    Blanks have no points and can be used as any alphabet.
  • The 100 cards contain the following cards.

NUMBER OF ALPHABET CARDS NUMBER OF ALPHABET CARDS
A – 9 CARDS C – 2 CARDS
I - 9 CARDS M – 2 CARDS
E – 12 CARDS P – 2 CARDS
O – 8 CARDS F – 2 CARDS
U – 4 CARDS H – 2 CARDS
L – 4 CARDS V - 2 CARDS
S – 4 CARDS W – 2 CARDS
N – 6 CARDS Y – 2 CARDS
R – 6 CARDS K – 1 CARD
T – 6 CARDS J – 1 CARD
G – 3 CARDS X – 1 CARD
D – 4 CARDS Q – 1 CARD
B – 2 CARDS Z - 1 CARD

Getting Started-

  • Shuffle the cards and deal 7 cards to each player. Leave the remaining deck on a side.
  • Let each player roll the die. The person with the highest score will start the game.
  • The first player rolls the die and puts down a word on the floor. His score will be the total number of points of the word formed multiplied by the number rolled up on the die. E.g. if he makes the word DOLL and rolls the number 2 then his score will be 5points x 2 i.e.10 points. Each player will keep a tally of his scores on a sheet of paper.
  • He will then draw the number of cards used by him to form the word from the deck on the side.
  • Then the next player will roll the die and form another word which is connected to the previous word.
  • While making the word if the player adds to an existing word then he gets points for both the words.
  • The scoring pattern and picking of cards will be the same.
  • The game ends when all the cards in the deck are drawn and each player has used all his cards. If any unused cards are held in the hand then the points of those cards are to be deducted from the total score of the player.
  • The player with the highest total score wins.

IMP : Words formed cannot be proper nouns, abbreviations or Foreign words. If any player has any objection to the word made then he should object before the next player rolls the die.

If thought fit this game can also be played with time limits.

Age Group: +7 Years

ILLUSTRATUS

An Intellectual Game Of Quick Draw

A unique game to help your child exercise his logical, linguistic, visual spatial, kinaesthetic and interpersonal skills. An engaging way to learn and associate words, themes and images.

  • 20 Theme Cards.
  • 5 Blank Reusable Theme cards.
  • A Drawing Pad with 4 Pencils.
  • 4 Coloured Pads to make Word Chits.
  • A Sand Clock.
  • A Marker Pen.

How to Play:-

  • Make teams of 2 players each.
  • Each team takes a coloured pad and pencil.
  • Shuffle the theme cards and place the deck face down in the center.
  • Each team then picks a theme card from the deck.
  • Based on the theme picked, each team will use their coloured pad to make 5 word chits. (This can be done in a timed mode too.)
  • All teams will place the chits in the centre
  • A Player from each team will pick any one coloured chit made by the other teams and draw the word for his team-mate.( No writing of alphabets, words or numbers is allowed ).
  • The timer starts from the time he starts drawing.
  • If the team-mate guesses the word correctly till the timer runs out the team will keep the chit, else if guessed wrong it will be discarded.
  • The team with the maximum chits in their kitty is the winner.
  • Once the chits are exhausted new theme cards can be chosen and new chits made in a similar manner.

Age Group: +7 Years

THE GREEN GROCER

A VISUAL AND LINGUISTIC BINGO ON FRUITS AND VEGETABLES

A unique game for pre-schoolers to identify, familiarize and learn about fruits and vegetables along with their spellings.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS:

  • 12 Reusable tickets for level 1 (Images)
  • 12 Reusable tickets for level 2 (Words)
  • 40 clue cards

HOW TO PLAY:

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card.
  • If playing with level 1 tickets then he can either show the picture on the card drawn to the players and then ask them to match it with the ones on their ticket OR he can call out the name of the picture and the players have to identify the correct image, if on their ticket, and press it out.
  • If playing with level 2 tickets, then he needs to show the card drawn to the children and they have to identify the spelling of the word used for that image. If on their ticket the children need to press it out.
  • Prizes may be given for 4 corners, first five, 1st Row, 2nd Row, 3rd Row and full house.

Age Group: +3 Years

ANIMAL BINGO

AN AUDITORY, VISUAL AND LINGUISTIC SAFARI THROUGH THE ANIMAL KINGDOM

A unique 2 layered game for pre-schoolers to identify, familiarize and learn about animals and their habitats and also learn how to spell the names of their habitats and sounds made by them.

Relate the pictures and words on the tickets to the clues given on the clue cards and shout out BINGO!!

CONTENTS:

  • 12 Reusable tickets for Orange level (Images)
  • 12 Reusable tickets for Blue level (Words)
  • 80 clue cards

HOW TO PLAY:

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card.
  • If playing with level 1 tickets, then he reads the clue given for the players. The players have to identify the correct image and if it is on their ticket then they will press it out.
  • If playing with level 2 tickets, then he needs to read the clue and the players have to identify the animal home or sound and the spelling of the word used for that. If on their ticket, the players need to press it out.
  • Prizes may be given for 4 corners, first five, 1st Row, 2nd Row, 3rd Row and full house.

Age Group: +3 Years

SWEET TALK

SWEETEN YOUR VOCABULARY

INSTRUCTIONS

  • Let each player draw 15 candies from the box.
  • He has to make a sentence from those candies.
  • He need not use all the candies that are drawn.
  • The sentence will be scored according to the colours of the candies used by him.
    (Score key provided below)
  • Replace the candies used by taking the same from the box.
  • Each player makes his or her own sentences
  • From their next turn each player can join words to the sentence previously made BY THEM or make a new sentence altogether.
  • In case no addition to a previous sentence or formation of a new sentence is possible THEN the player can change ALL CANDIES for new ones and wait for his next turn to continue his game.
  • If a player draws a YELLOW candy then it can be used by him as any word he wants to.
  • The game continues until all the candies are over.
  • The player with the maximum points is declared the winner.

SCORE KEY

COLOUR PARTS OF SPEECH POINTS
GREEN ARTICLES 1
ORANGE PRONOUNS 2
RED NOUNS 1
DARK BLUE VERBS 1
LIGHT BLUE PREPOSITIONS/CONJUNCTIONS 3
YELLOW MAKE YOUR OWN WORDS 2

CONTENTS : 150 COLOUR CODED CANDIES

AGES : 5 TO 7 YRS

A card making kit teaching use of acrostics, Similes and Metaphors. Consists 4 templates of cards, 4 envelopes and a crayon box.

An activity to help children to identify the civics structure on the basis of roles played by family members then translated to those played by individuals in Maharashtra state and Central Governments.

Age group : 6+

FOUR SEASONS

A QUIZZICAL BINGO ON SEASONS AND ACCESSORIES

A unique game for pre-schoolers to identify, familiarize and learn about various seasons and related vocabulary.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS

  • 12 Reusable bingo tickets
  • 40 clue cards

HOW TO PLAY

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card.
  • He will read out the clue. If the players know which picture on the ticket matches the clue and they have it on their ticket then they will press out that picture. If the players cannot identify the picture then the Quiz Master can show the picture on his clue card to them.
  • Prizes may be given for 4 corners, first five, 1st Row, 2nd Row, 3rd Row and full house.

ON - THE - GO

A TRANSPORT AND COMMUNICATION BINGO

A unique game for pre-schoolers to identify, familiarize and learn about means of transportation and ways of communications.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS

  • 12 Reusable bingo tickets
  • 40 clue cards

HOW TO PLAY

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down. He will then pick up a card.
  • He will read out the clue. If the players know which picture on the ticket matches the clue and they have it on their ticket then they will press out that picture. If the players cannot identify the picture then the Quiz Master can show the picture on his clue card to them.
  • Prizes may be given for 4 corners, first five, 1st Row, 2nd Row, 3rd Row and full house.

GLOBE TROT

HOW TO PLAY THE GAME:

  • Take any one deck and shuffle it well.
  • Remove one card and keep it aside.
  • Deal the rest of the cards equally amongst the players and the dealer will get one card less.
  • From the cards dealt out to you make a pair of the flag with the fact.
  • When all the players have placed their pairs face down on the table, play begins.
  • The player to the left of the dealer holds his cards in the shape of a fan, and lets the player to his left pick one.
  • This player checks to see if the card he selected can be paired with any in his hand.
  • If it can, the pair is placed face down on the table with the other pairs.
  • The players continue around the circle until all cards have been paired and discarded.
  • The player left with an unpaired card at the end is the loser.

VARIATIONS:-

  • The game can be played with both the decks too. It can be played as a Memory Game.
  • It can also be played as a card games variant.

FABLER JUNIOR

BE A MASTER STORYTELLER!!

HOW TO PLAY THE GAME:

  • Each player is dealt 7 cards. The rest of the cards are placed face down in the center.
  • The player to whom the cards are dealt first will start. The game proceeds with players in playing in a clockwise direction.
  • The player will make a sentence with one of his picture card and put the card in the center.
  • Each player has to connect to that sentence with one of his cards so as to form a story. If a connection is not possible with his cards, then he will have to draw one card from the deck in the center.
  • The connection has to be sensible. If ALL THE PLAYERS disagree to the addition, only then will a player withdraw his card.
  • The player who successfully connects all his cards first to the story will win. He needs to shout out “FABLER” when the last card remains in his hand, that is – when he plays his second last card.
  • If a player plays a card with red words, then the player who is going to play next will have to do what is written on it.
  • You cannot change the form of the words but plurals are allowed.
  • This game can be played in a timed mode, if desired.

ON - THE - GO

A TRANSPORT AND COMMUNICATION BINGO

A unique game for pre-schoolers to identify, familiarize and learn about means of transportation and ways of communications.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS:

  • 12 Reusable bingo tickets
  • 40 clue cards

HOW TO PLAY:

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card.
  • He will read out the clue. If the players know which picture on the ticket matches the clue and they have it on their ticket then they will press out that picture. If the players cannot identify the picture then the Quiz Master can show the picture on his clue card to them.
  • Prizes may be given for 4 corners, first five, 1 st Row, 2 nd Row, 3 rd Row and full house.
  • Variation : It can also be played as Four corners where the child has to run and match the picture to the corner assigned OR as a memory game.

FOUR SEASONS

A QUIZZICAL BINGO ON SEASONS AND ACCESSORIES

A unique game for pre-schoolers to identify, familiarize and learn about various seasons and related vocabulary.

Relate the pictures to the clues given on the clue cards and shout out BINGO!!

CONTENTS:

  • 12 Reusable bingo tickets
  • 40 clue cards

HOW TO PLAY:

  • One person will conduct the game and act as the Quiz master.
  • Give each of the remaining players a ticket. A player can have more than one ticket too.
  • The Quiz master will shuffle the clue cards and place them face down.
  • He will then pick up a card.
  • He will read out the clue. If the players know which picture on the ticket matches the clue and they have it on their ticket then they will press out that picture. If the players cannot identify the picture then the Quiz Master can show the picture on his clue card to them.
  • Prizes may be given for 4 corners, first five, 1 st Row, 2 nd Row, 3 rd Row and full house.
  • Variation : It can also be played as Four corners where the child has to run and match the picture to the corner assigned OR as a memory game.

ABOUT US

PRISM Edutives is spearheaded by three moms !! Hemangi Shah, Rushina Shah and Gauri Shankar.

As educators and mothers we have taken utmost care whilst designing these games to ensure that they are fun, educative and have an out of the box approach. We have also ensured that we maintain the quality of materials provided to you in the games and besides being colourful and attractive; they are of a superior quality and are child-friendly. We have taken care to address every element of the game, providing you with all the required tools to conduct these games in the most satisfactory manner.

We believe that the attention span of our children is getting shorter by the day so we have devised variants for most of our games other than the conventional way, thereby adding different dimensions of fun to a single game.

This versatility makes it a useful addition to libraries of schools as it can then be used as teaching aids and for evaluation techniques as well.

COMPANY PROFILE

PRISM Edutives is driven by the belief that each child is unique and multi-faceted. Like our name suggests we at PRISM turn a single ray of light (passion) into a kaleidoscope of colours with our fun filled games and activities.

We at PRISM devise, design and manufacture board games based on Howard Gardner’s theory of Multiple Intelligence and in tandem with modern curriculae.

MISSION

PRISM Edutives understands the dilemma faced by today’s parents perfectly, i.e. how to give the child a stimulation of the highest order, whilst taking them away from constant use of electronic gadgets and gizmos and to engage them in hands on play whereby their social skills will also be enhanced. To accomplish this and to also enhance learning by awakening their different spheres of intelligences we at PRISM have devised various board games and activities.

Each of these games tackles one or more intelligence like linguistic, mathematical, logical, visual, kinaesthetic etc.

TESTIMONIALS

EXHIBITION EVENTS


CONTACT US

Dev Ashish, 26 Hatkesh Society

5th Floor NS Road 5 JVPD Scheme,

Parla West

Mumbai-56


Hemangi Shah +91 98200 45964

Gauri Shankar +91 98200 27598

Rushina Shah +91 98202 86640

+91 9987542993


 

 

 

Pune Franchise


Upasana Rajani

+91 98814 76707