Repurposed Tech Devices

Dhairya Dand ThinkerToys Turn Old Computer Gadgets into Learning Tools

The Dhairya Dand ThinkerToys combine worn-out electronics found in landfills with a modular circuit board to make educational entertainment devices for kids in Cambodia.

With technology that is constantly evolving, it is usually cheaper to replace old devices rather than to repair them.

Instead of letting all that junk pile up and go to waste, Dand used all those old keyboards, monitors and other various computer parts and sound equipment that were found in landfills to make toys for underprivileged kids.

The toys use a plug and play model, and by attaching the module kit to an old device, a toy is created. There are several prototypes in the works including devices such as storybook readers and math flashcard games using LCD screens.

While the Dhairya Dand ThinkerToys are still early on in production, the idea is to eventually ship the modular boxes to undeveloped countries so children without toys can create ones from objects they already have at their disposal.

Repurposed Electronics
Repurposing discarded technology for educational entertainment devices creates a sustainable and cost-effective solution for underprivileged communities.
Modular Circuit Boards
Modular circuit boards allow for creative repurposing of old electronic components and could be a disruptor for traditional toy manufacturing.
Do-it-yourself Toys
The plug-and-play model for creating toys from old devices empowers children to create and play with their own creations, potentially disrupting the toy industry market.

Industries Being Reshaped

Toy Manufacturing
The use of modular circuit boards in toy manufacturing could disrupt the traditional methods of production and offer a more eco-friendly and cost-effective solution.
Electronic Waste Management
Repurposing electronic waste into educational toys not only provides a sustainable solution but also creates new opportunities for the electronic waste management industry.
Education Technology
The use of repurposed electronics in educational entertainment devices could disrupt the traditional methods of teaching and learning, creating new opportunities for the education technology industry.
SCORE
3.4 out of 10
GENDER
50% Men50% Women
MARKETTop markets: South America, Asia, Africa
GENERATION
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 60%
Activity 33%
Freshness 8%