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Tejasvi Bongirwar
Co-Founder & Ceo at Luma World
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Work Experience
Co-Founder & Ceo
May 2018 - Present · 6 years and 7 months
Product Marketing Manager
Jun 2016 - May 2018 · 1 years and 11 months
Product Manager, Postpaid Marketing (Acquisition & Unr)
Aug 2014 - Jun 2016 · 1 years and 10 months
Company Details
11-50 Employees
Luma World is an experience design company that focuses on Learning and Skill development through game-based innovations. We have designed and published award-winning STEM educational board games, card games, interactive flashcards and real-life themed application-books that help kids balance screen time with offline academic activities. Through our games and activities kids acquire life-skills, academic skills & moral values in a fun and engaging manner. Most of all, we get everyone at home or at school to come together, have fun and create memories! Our forte lies in creating syllabus agnostic, sustainable products of international standards in India. We are also internationally certified under ASTM (US standards), BIS (Indian standards) and EN71 (European standards). All our products are currently intended for children of age 5 years & above and can be used as tools by educational institutions, educators and parents to help drive engagement and improve conceptual learning for all kinds of learners. Our efforts have been recognised internationally via: - National Startup Award 2021 (Education & Skill Development) by the Govt. of India - STEM Accreditation for the brand & products by STEM.org - Best Maths Game 2021 by Imagination Gaming in the UK - United Nations Global Compact Partner
Year Founded
2018
Social Media
Linkedin
Industry
Primary and Secondary Education, Used Office Furniture, Office Furniture, Office, School & Commercial Furniture, Furniture & Carpentry Services, Educational Kits, Learning and Educational Toy, Kids, Preschool & Educational Toys, Toys & Games, Educational Board Game
HQ Location
3rd Floor, Astarc House, Makwana road, Marol, Andheri (East) Mumbai, Maharashtra 400059, IN
Keywords
STEMBoardgamesEducationK-12cardgamesgame-based innovationsFlash cardsBooksLearning through PlayExperiential learning
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