A new teaching strategy for sciences and tech is coincidental
Implications - 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.
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 Themes
1. 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.
2. 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.
3. 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
1. Toy Industry - The trends in gamification, STEAM education, and coincidental discovery learning have significant implications on the toy industry, driving innovation in educational toys.
2. Edtech Industry - The integration of technology into educational toys creates opportunities for the EdTech industry to develop new products that enhance learning experiences.
3. 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.
4 Featured, 33 Examples:
77,927 Total Clicks
Date Range:
Jan 17 — Jul 17
Trending:
Average
Consumer Insight Topics: