Educational toys

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Trends

Educational Toys


The left brain can calculate numbers, but the right brain tells you HOW to solve the problem.

The right brain is where lateral thinking occurs: problem solving / estimation / comparison / spatial reasoning / overall “big picture� thinking.


Children NEED time to play - connecting materials and ideas before they can attend to abstract mathematical concepts. Yet, conventional methods teach math by memorization and repetition - left-brained tasks such as timed tests, flash cards, and redundant homework.


User Segments Children depending on different Economic Classes of Parents

Differently/ Specially Abled Children

Upper Middle Lower

Kidults Refer to adults with interests traditionally seen as suitable for children.


Games “Playing a game means submitting to an external set of rules defining particular things you are supposed to achieve: goals, achievements, points, a certain amount of exploration or action, kills, items, whatever.” Toys “Playing with a toy, though, is about satisfying not an external set of conditions, but a far more nebulous internal set: through play, you are experimenting with how doing something makes you feel. The aim is not, in the end, to satisfy something outside yourself; it is play itself in the most basic, self-delighting sense.” by Tom Chatfield author and commentator MD of Made and Me games Company, England


Games can be divided into cetagories

Exploratory gathering knowledge, concept and skill

Constructive Getting experience through creative works

Expressional Presentation


Need for change in Learning Systems

• Timetable is fixed; • Seating arrangements are fixed, usually regimented rows and columns; • Materials are only for display, not use by the students; • Children look bored and disinterested; • Assessment is undertaken as a separate activity; • Children are assessed through tests and exams – many fail and there is a pervasive fear of failure leading to dropout; • Report cards are used to convey the learners’ achievement; • Children’s performance is reported in terms of marks for subject areas.


Teaching Methods Story telling Role playing Creative Activities Sports and Games Toys

Story telling Role playing

Toys Creative Games

Sports At the same time all can be inter related. As the following diagram shows.

Ueses can intersect.

:)


Learning Methods

Inquiry-Based Learning Problem-based learning Project-based Learning


The Teaching and Learning Process in Activity based Learning • Teacher provides learning opportunities and guides a range of meaningful learning. • Teacher provides learning situations that give children an opportunity to observe, explore, question, experience and develop their own understanding of various concepts. • All children participate actively in different activities/tasks and acquire all the necessary skills. • All children construct knowledge on their own, based on their experiences inside and outside the school. • All children work both individually and also in groups, discussing, sharing, co-operating and respecting others’ viewpoints. • Timetable is more flexible, depending to a large extent on the stages children have reached in their learning.


The Teaching and Learning Process in Activity based Learning • Seating arrangement changes according to the activity being organized. • A variety of materials, aids and equipment are available and used by children. • All children are engrossed in what they are doing. • Assessment is self-assessment as part of the teaching learning process. • All children are assessed informally by teachers while doing activities/tasks, primarily through the teachers monitoring of progress on the learning ladders – the children are not aware of this assessment. • A report conveys the learning and progress of the child. • Children’s progress on the learning ladders are reported in qualitative terms and on all aspects of development – some children move faster than others and all types of learners are accommodated in the teaching and learning process.


Toys “ Toys encourages imaginative & creative activities through role playing. Also through active play kids get to exercise. Emerge social & emotional skills like music, arts & crafts, team work & language skills.�


Toys Cetagories Seasonal

spring &

summer

Appearance

physical digital hybrid

(Interactive with combination of digital games & physical toys)


Physical Toys (Product wise)

Digital & Hybrid Toys (Available Technology medium)

Action Toys

Facebook Games Mobile Games Smartphones, Tablets, PCs Gaming Consoles

Blocks Dolls/ Doll house Educational Toys

Electric toys Furniture toys Kitchen Toys

Puppets Cars/ Ride on toys Musical Instrument

Technology Terms, which are enhancing the whole Gaming Experience NFC (Near Field Communication)

Virtual Reality (virtual world that users can interact with)

Instruction based/ Arts and Craft

Augmented Reality

Hand Made/Self made

( blending of virtual reality and real life, where user can interact with virtual contents in the real world, and are able to distinguish between the two )


Acknowledging work of www.statista.com


Ifluences to game and toy industry 3D Printing (Impacting Toy Companies: Varies by Size)

Comics Manga Adventures Movies Superhero

(Avengers, Ant man, Chota Bheem)

Animation

(Big Hero 6, Despicable me)

Futuristic (Transformers, Star Wars , Star Trek ) Kids Channels Serials (Doremon, Pokemon, Sakthiman ) Music (Hannah Montana by Disney) Digital Games (Angry Birds )


Impact of Game and Toy on various Industries

Fabrics, Prints Wearable Technology & Virtual and Augmented Reality Education (Interactive and Leaarning) Movies (e.g. Lego) Photography of the Crowd Food (Kid friendly resturants e.g. McDonalds play place)

“Eat, Stay, Play”

- Slogan


More into toys

Cause and Effect Toys Cause and effect toys promote visual motor and grasping skills and are especially helpful for children with autism as they provide the opportunity for hand-eye coordination, sensory exploration and repetitive sequences. These toys allow children to “cause� a type of reaction (example: push a button and a light flashes). Some of the more common cause and effect toys are: Shape sorters Pop-up toys Water squirters Light-up toys


Fidget Toys Fidget toys are a good option to keep their hands and fingers busy while the brain is engaged. These toys can effectively help with self regulation, promote focus and concentration, decrease stress and provide tactile awareness. There are many different types of fidget toys but the most helpful ones offer an experience with different or extreme textures and an effective medium to keep fingers busy. Some examples are: koosh Play dough. There are many different adaptations on this modeling compound from foam to slippery, slimy “gak.” Regardless of the type, this classic provides the perfect outlet for hyper-creative energy. Koosh balls and squeezable stress balls. Noise-making toys like hand clappers or clackers. Sensory or “wiggle” cushions. These tactile inflatable cushions help children with focus and balance problems.


Puzzles

Oral Motor Stimulators

Sensory Toys Some children with sensory processing disorder are under-responsive to sensation and often need to feel intense outside sensations like texture, touch, pressure and speed. Sensory toys offer a quick sensory response to help children calm down and focus their attention. It’s important to make sure a child is experiencing the sensory response he desires. If a child craves more of or a different response, he may misuse a toy in order to achieve it, which may be dangerous. Some effective examples of sensory toys are: trampoline Light up toys Water or sand tables Finger paint Mini trampolines or personal bouncers: Mini trampolines offer a quick and repetitive response.


“TRADITIONAL EDUCATION IS VERY TOP-DOWN, HEAVY-HANDED—SIT DOWN AND READ, BE QUIET, DON’T ASK QUESTIONS—THERE’S STILL A LOT OF ROOM FOR INNOVATIOn”


Future Trends in Consumer Behavior


THE SEARCH FOR

MULTICULTURAL

VALUE CONSUMERISM

EXPERIENCE-BASED

CONSUMPTION

Organic, Natural


Future Trends in toy industry


MAKER MOVEMENT

“toys that allow kids to build and create items that are unique to them. These playthings provide kids with a sense of ownership and pride.”


OPEN-ENDED toys

“Open-ended toys and games help promote creativity, resourcefulness and problem-solving skills by allowing kids the freedom to explore exactly how they want to play, depending on their abilities and interests. With many kids today leading very structured lives, open-ended play gives them a chance to relax, have fun, and enjoy being kids without prescribed rules or restrictions.�


“SMART” PLAY

“educational and academically-focused toys on the market. It includes innovative toys that teach kids Science, Tech, Engineering, Arts and Math. as well as classic games and activities that promote the development of cognitive and social skills.”


TOP IN TECH

“The toy industry continues to draw on new technologies to create toys and youth electronics. Many of these advanced tech toys incorporate open-ended and traditional play patterns to keep children fully engaged as they explore virtual worlds or new technologies. Some of the latest tech toys also allow kids to control and customize how they play, creating an enriching and immersive play experience.�


DAWN OF THE DINOSAURS

“2015 represents the Dawn of the Dinosaurs, driven largely by the release of Jurassic World this summer. Expect to see an inundation of dino-themed toys on store shelves to captivate kids of all ages.�


Thank you. Guide

Swarup Dutta Prepared and Presented by

Kusum Kanwar Satyajit DasH Post Gradute 2014-2016 III Sem.

Indian Institue of Crafts and Design, Jaipur


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