A new teaching strategy for sciences and tech is coincidental
Implications - One barrier to learning the STEAM practices is the lack of tangible outcome or incentive. Alleviating this, educational toys that treat the learning process as a means to a tangible end, such as building a robot or conducting an experiment, both attach a tangible prize and boost playtime engagement. This shows a less literal approach to gamification that focuses on personal satisfaction.
Workshop Question - Without the use of literal game principles such as tracking or scoring, how can you incentivize your customer to use your product?
Trend Themes
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Gamification of Learning — The use of gamification in educational toys makes the learning process more engaging and attaches tangible outcomes as a means of incentive.
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STEAM Education — The new trend in teaching in an interdisciplinary way that combines sciences, technology, engineering, arts, and math creates opportunities for innovative and creative educational toys.
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Coincidental Discovery Learning — Toys that enable coincidental discovery learning, where kids learn to code and interact with technology by experimenting and discovering autonomously, present opportunities for innovative educational toy makers.
Industry Implications
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Toy Industry — The trends in gamification, STEAM education, and coincidental discovery learning have significant implications on the toy industry, driving innovation in educational toys.
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Edtech Industry — The integration of technology into educational toys creates opportunities for the EdTech industry to develop new products that enhance learning experiences.
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Robotic Industry — The emergence of educational toys that enable kids to learn about robotics has potential implications on the robotic industry by cultivating future talent and expanding the market for robotics.
4 Featured, 33 Examples:
80,694 Total Clicks
Date Range:
Jan 17 — Jul 17
Trending:
Average
Consumer Insight Topics: