Constructible Franchises
Consequential
STEAM
A new teaching strategy for sciences and tech is coincidental.
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 togetherGamification of Learning
The use of gamification in educational toys makes the learning process more engaging and attaches tangible outcomes as a means of incentive.
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.
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 playbookToy Industry
The trends in gamification, STEAM education, and coincidental discovery learning have significant implications on the toy industry, driving innovation in educational toys.
EdTech Industry
The integration of technology into educational toys creates opportunities for the EdTech industry to develop new products that enhance learning experiences.
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%.
- Gen Alpha
- Gen Z
- Millennial
- Gen X (not a primary audience)
- Boomer (not a primary audience)
Evidence
Examples of the Consequential STEAM trend
4 featured examples from Jan 7 to Jun 6, 2017App-Connected Bracelet Machines
This Friendship Bracelet Machine Was Created by WowWee
The entertainment product industry could expand its offerings by creating similar app-controlled machines that allow users to craft jewelry, toys, or other personalized products.
Hand-Controlled Robot Toys
Ziro is a Modular Kids' Construction Kits Debuting at CES 2017
Introducing modular robotics kits can tap into the growing demand for educational and interactive toys.
Coincidental Discovery Toys
Sony's 'toio' Lets Kids Build and Play with Robotics
The educational toy industry is well-suited for the development and production of coincidental discovery toys.
Cognitive Toy Kits
bots_alive Turns Remote-Controlled Toys into AI Robot Creatures
Toy manufacturers can capitalize on the 'bots_alive' technology to create innovative smart toy kits for children.