The KRUU Student Summit 2025 concluded its two-day residential innovation bootcamp at the Kumaraguru College of Technology (KCT) campus recently.
Dubbed a “Creation Lab,” the event moved away from traditional presentation formats and instead showcased over 40 student-developed solution concepts, including early-stage models, live demonstrations, and mock-ups. Around 200 high school students from across India and select international locations participated in the summit.
Organised by KRUU, a student network serving over 4.7 lakh learners, the summit reflected a growing shift in the academic landscape towards inquiry-driven and project-based learning rather than rote instruction. This approach aligns with trends in higher education where hands-on, innovation-led projects are increasingly recognised for academic credit.
One of the key strengths of the event was its cross-disciplinary mentorship model. Students were guided by experts from STEM, arts, psychology, and entrepreneurship, enabling them to collaborate across disciplines and develop critical problem-solving skills through curated projects.
The keynote address was delivered by Devdutt Pattanaik, author and mythologist. Other speakers included Anita Ratnam, classical dancer and entrepreneur.
The 200 participants, selected through a competitive process, were mentored by over 20 experts and worked across three project tracks—Arts, Entrepreneurship, and STEM—focusing on real-world problem-solving and future-ready solutions.
In the Arts track, titled “Deconstructing the Digital Mirror,” students explored how media shapes public perception of social groups. Guided by Srivi Ramasubramanian, they created visual works such as posters and mixed-media collages that challenged stereotypes and presented inclusive narratives.
The Entrepreneurship track featured the Campus Innovation Challenge, facilitated by Sean Branagan. Students identified everyday challenges in campus life, validated them through surveys, and developed low-cost minimum viable products supported by basic market research and financial planning.
In the STEM track, guided by Rishi Vyas, students explored the “Mathematics of Games” by analysing the logic and probability behind strategy games and designing their own playable board games.
Rahul Ramachandran, Director – Partnerships and Initiatives, KRUU, said the quality of innovation and the integration of technical feasibility with human-centred design were impressive. He noted that the summit demonstrated the potential of treating high school students as creators and problem-solvers.
The summit reaffirmed KRUU’s focus on bridging the gap between school and higher education through project-led learning, equipping students with critical thinking and creative skills for future challenges.
