Screenless STEM Toys

Robotix's Taco Playbits is a Tangible Toy That Teaches Coding to Kids

Robotix recently launched Taco Playbits on Indiegogo as a tangible coding toy that promotes STEM learning for kids between the ages of three to eight—but entirely without screens.

With the toy, kids are able to gain hands-on experience in everything from numeracy and literacy to collaborative learning, thanks to the self-learning system's screen-free light-up Wand and "tags," which use technology to interact with the Wand for the purposes of playing music, solving games and more.

The portable STEM toy has the potential to be taken anywhere, with plenty of chips to engage kids with numerous activities. Parents even have the ability to customize a play experience by setting their own questions for kids. The inclusive toy is also suited for children with vision impairments, as the toy is compatible with braille.

Screenless STEM Learning
There is a disruptive innovation opportunity in creating screenless STEM learning toys for kids that teach coding and promote collaborative learning.
Self-learning Systems
Disruptive innovation can be brought about by creating self-learning systems that incorporate light-up wands and tags, which use technology to interact without screens.
Portable Coding Toys
The development of portable coding toys, with interactive chips and customizable content for parents, represents a disruptive innovation opportunity.

Who This Affects Most

Toy Industry
There is an opportunity for disruption in the toy industry, by developing screenless and customizable STEM learning toys that promote collaborative learning and coding for kids.
Education Technology Industry
Self-learning systems with light-up wands and tags present disruptive innovation opportunities in the education technology industry for teaching STEM subjects such as coding and numeracy to kids.
Assistive Technology Industry
The development of screenless coding toys that are compatible with braille represents a disruptive innovation opportunity in the assistive technology industry for teaching coding to children with vision impairments.
SCORE
4.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Millennial
  • Gen X
  • Gen Alpha (primary audience)
POPULARITY
Popularity 43%
Activity 87%
Freshness 8%