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# Hands-On Digital Learning Games
The 'Toyji' Smart Toy is an Educational Game for Ages Three and Up

By Michael Hemsworth | Published 2016-11-29 | Tech
Source: Trend Hunter, https://www.trendhunter.com/trends/educational-game
References: [geeky-gadgets](http://www.geeky-gadgets.com/toyji-smart-toy-unveiled-by-sensible-play-28-11-2016/) & [kickstarter](https://www.kickstarter.com/projects/845299818/personalized-smart-toy-gaming-platform-for-fun-lea)

Devices such as tablets and devices are used today by children as a way to play and learn, but the 'Toyji' smart toy is an educational game that aims to remove children from focusing so much on the screen.

'Toyji' merges a hands-on experience with the digital experience in order to help improve [tactile capabilities](https://www.trendhunter.com/trends/modern-educational-system), while also enabling the functionality of tablet gaming. This could potentially help to make the learning experience for viable for young ones as opposed to being somewhat one-dimensional like with an app.

The 'Toyji' smart toy educational game consists of a game board and [3D-printed game pieces](https://www.trendhunter.com/trends/makerworld-cyberbrick) that can be moved around the playing surface. Players can partake in a number of different games that help to build a number of skills and aid children in their educational experience.

## Trend Insights (Trend Hunter)

- Score: 4.9/10
- Popularity: 72% | Activity: 67% | Freshness: 8%
- Audience gender: 50% men, 50% women
- Primary generations: Gen Alpha, Millennial, Gen X
- Top markets: North America

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Tech](https://www.trendhunter.com/tech) > [AI](https://www.trendhunter.com/ai)

## Key Themes

### Key Themes Behind This Trend

- **Hands-on Digital Learning Games:** Disruptive innovation opportunity: Creating educational games that combine hands-on and digital experiences to enhance learning for children.
- **Tactile Capability Improvement:** Disruptive innovation opportunity: Developing products or experiences that focus on improving tactile capabilities in children through interactive play.
- **Enhanced Educational Experiences for Children:** Disruptive innovation opportunity: Creating multi-dimensional learning experiences for children that go beyond traditional apps and screens.

### Where This Applies

- **Education Technology:** Disruptive innovation opportunity: Integrating smart toys and digital learning games into educational technology to enhance learning outcomes.
- **Toy Manufacturing:** Disruptive innovation opportunity: Incorporating 3D printing technology into toy manufacturing to create interactive and customizable game pieces.
- **Childcare and Early Education:** Disruptive innovation opportunity: Introducing hands-on digital learning games into childcare and early education settings to provide interactive and engaging educational experiences.

## Related on Trend Hunter

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- [Phygital Kids Board Games](https://www.trendhunter.com/trends/tacto.md)
- [Cognitive Play Platforms](https://www.trendhunter.com/trends/toddlr.md)
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- [Digital Magnetic Toy Models](https://www.trendhunter.com/trends/tenki-spliced-magnetic-attraction-toy.md)
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- [Hybrid Educational Toy Designs](https://www.trendhunter.com/trends/big-little-feelings.md)
