Trend cluster
Category

Consequential
STEAM

A new teaching strategy for sciences and tech is coincidental.

App-Connected Bracelet MachinesHand-Controlled Robot ToysCoincidental Discovery ToysCognitive Toy Kits

Trend

What is the Consequential STEAM trend?

Consequential STEAM: 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.

Trend themes

Themes within the Consequential STEAM trend

Three behaviours holding the trend together
01

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.

02

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.

03

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

What the Consequential STEAM trend means for industry

Where the trend changes the playbook
For

Toy Industry

The trends in gamification, STEAM education, and coincidental discovery learning have significant implications on the toy industry, driving innovation in educational toys.

For

EdTech Industry

The integration of technology into educational toys creates opportunities for the EdTech industry to develop new products that enhance learning experiences.

For

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.

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 signals

Trend signals for Consequential STEAM

Trend score 4.5 out of 10, from popularity 78%, activity 50%, freshness 8%.

Popularity78%
Activity50%
Freshness8%
Audience
50%Men
50%Women
  • Gen Alpha
  • Gen Z
  • Millennial
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Europe
Asia-Pacific