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Trends
Educational Toys
The right brain is where lateral thinking occurs:
problem solving / estimation / comparison /
spatial reasoning / overall “big picture” thinking.
The left brain can calculate numbers, but the
right brain tells you HOW to solve the problem.
Children NEED time to play - connecting materials and ideas before they can
attend to abstract mathematical concepts. Yet, conventional methods teach
math by memorization and repetition - left-brained tasks such as timed tests,
flash cards, and redundant homework.
User Segments
Children depending on
different Economic Classes of
Parents
Upper
Middle
Lower
Differently/ Specially
Abled Children
Kidults
Refer to adults with interests
traditionally seen as suitable
for children.
Games
“Playing a game means submitting to an external set of rules defining particular
things you are supposed to achieve: goals, achievements, points, a certain amount
of exploration or action, kills, items, whatever.”
Toys
“Playing with a toy, though, is about satisfying not an external set of conditions,
but a far more nebulous internal set: through play, you are experimenting with
how doing something makes you feel. The aim is not, in the end, to satisfy some-
thing outside yourself; it is play itself in the most basic, self-delighting sense.”
by Tom Chatfield
author and commentator MD of Made and Me games Company, England
Games can be divided into cetagories
Exploratory
gathering knowledge, concept and skill
Constructive
Getting experience through creative works
Expressional
Presentation
•	 Timetable is fixed;
•	 Seating arrangements are fixed, usually regimented rows and columns;
•	 Materials are only for display, not use by the students;
•	 Children look bored and disinterested;
•	 Assessment is undertaken as a separate activity;
•	 Children are assessed through tests and exams – many fail and there is a per-
vasive fear of failure leading to dropout;
•	 Report cards are used to convey the learners’ achievement;
•	 Children’s performance is reported in terms of marks for subject areas.
Need for change in Learning Systems
Teaching Methods
Story telling
Role playing
Creative Activities
Sports and Games
Toys
Toys
Story telling
Role playing
Creative Games
Sports
At the same time all can be inter related. As the following diagram shows. :)
Ueses can intersect.
Learning Methods
Inquiry-Based Learning
Problem-based learning
Project-based Learning
The Teaching and Learning Process in Activity based Learning
•	 Teacher provides learning opportunities and guides a range of meaningful learning.
•	 Teacher provides learning situations that give children an opportunity to observe, explore,
question, experience and develop their own understanding of various concepts.
•	 All children participate actively in different activities/tasks and acquire all the necessary
skills.
•	 All children construct knowledge on their own, based on their experiences inside and out-
side the school.
•	 All children work both individually and also in groups, discussing, sharing, co-operating
and respecting others’ viewpoints.
•	 Timetable is more flexible, depending to a large extent on the stages children have reached
in their learning.
The Teaching and Learning Process in Activity based Learning
•	 Seating arrangement changes according to the activity being organized.
•	 A variety of materials, aids and equipment are available and used by children.
•	 All children are engrossed in what they are doing.
•	 Assessment is self-assessment as part of the teaching learning process.
•	 All children are assessed informally by teachers while doing activities/tasks, primarily through
the teachers monitoring of progress on the learning ladders – the children are not aware of this
assessment.
•	 A report conveys the learning and progress of the child.
•	 Children’s progress on the learning ladders are reported in qualitative terms and on all aspects
of development – some children move faster than others and all types of learners are accom-
modated in the teaching and learning process.
Toys
“ Toys encourages imaginative & creative activities through role playing.
Also through active play kids get to exercise. Emerge social & emotional
skills like music, arts & crafts, team work & language skills.”
Toys Cetagories
Seasonal
spring
&
summer
Appearance
physical
digital
hybrid
(Interactive with combination of
digital games & physical toys)
Physical Toys
(Product wise)
Action Toys
Blocks
Dolls/ Doll house
Educational Toys
Electric toys
Furniture toys
Kitchen Toys
Puppets
Cars/ Ride on toys
Musical Instrument
Instruction based/ Arts and Craft
Hand Made/Self made
Digital & Hybrid Toys
(Available Technology medium)
Facebook Games
Mobile Games
Smartphones, Tablets, PCs
Gaming Consoles
Technology Terms, which are enhancing
the whole Gaming Experience
NFC
(Near Field Communication)
Virtual Reality
(virtual world that users can interact with)
Augmented Reality
( blending of virtual reality and real life, where user can
interact with virtual contents in the real world, and are
able to distinguish between the two )
Acknowledging work of www.statista.com
Ifluences to game and toy industry
3D Printing
(Impacting Toy Companies: Varies by Size)
Comics
Manga Adventures
Movies
Superhero
(Avengers, Ant man, Chota Bheem)
Animation
(Big Hero 6, Despicable me)
Futuristic
(Transformers, Star Wars, Star Trek)
Kids Channels
Serials
(Doremon, Pokemon, Sakthiman)
Music
(Hannah Montana by Disney)
Digital Games
(Angry Birds)
Impact of Game and Toy on various Industries
Fabrics, Prints
Wearable Technology & Virtual and Augmented Reality
Education
(Interactive and Leaarning)
Movies
(e.g. Lego)
Photography of the Crowd
Food
(Kid friendly resturants
e.g. McDonalds play place)
		 “Eat, Stay, Play” - Slogan
Cause and Effect Toys
Cause and effect toys promote visual motor and grasping skills and are especially helpful for children
with autism as they provide the opportunity for hand-eye coordination, sensory exploration and re-
petitive sequences. These toys allow children to “cause” a type of reaction (example: push a button and
a light flashes). Some of the more common cause and effect toys are:
Shape sorters
Pop-up toys
Water squirters
Light-up toys
More into toys
Fidget Toys
Fidget toys are a good option to keep their hands and fingers busy while the brain is engaged. These
toys can effectively help with self regulation, promote focus and concentration, decrease stress and
provide tactile awareness. There are many different types of fidget toys but the most helpful ones
offer an experience with different or extreme textures and an effective medium to keep fingers busy.
Some examples are: koosh
Play dough. There are many different adaptations on this modeling compound from foam to slippery,
slimy “gak.” Regardless of the type, this classic provides the perfect outlet for hyper-creative energy.
Koosh balls and squeezable stress balls.
Noise-making toys like hand clappers or clackers.
Sensory or “wiggle” cushions. These tactile inflatable cushions help children with focus and balance
problems.
Sensory Toys
Some children with sensory processing disorder are under-responsive to sensation and often need to
feel intense outside sensations like texture, touch, pressure and speed. Sensory toys offer a quick senso-
ry response to help children calm down and focus their attention. It’s important to make sure a child is
experiencing the sensory response he desires. If a child craves more of or a different response, he may
misuse a toy in order to achieve it, which may be dangerous. Some effective examples of sensory toys
are: trampoline
Light up toys
Water or sand tables
Finger paint
Mini trampolines or personal bouncers: Mini trampolines offer a quick and repetitive response.
Puzzles
Oral Motor Stimulators
“TRADITIONAL EDUCATION IS VERY TOP-DOWN,
HEAVY-HANDED—SIT DOWN AND READ, BE QUIET,
DON’T ASK QUESTIONS—THERE’S STILL A LOT OF
ROOM FOR INNOVATIOn”
Future Trends
in
Consumer Behavior
THE SEARCH FOR VALUE
MULTICULTURAL CONSUMERISM
EXPERIENCE-BASED CONSUMPTION
Organic, Natural
Future Trends
in
toy industry
MAKER MOVEMENT
“toys that allow kids to build and create items
that are unique to them. These playthings pro-
vide kids with a sense of ownership and pride.”
OPEN-ENDED toys
“Open-ended toys and games help promote cre-
ativity, resourcefulness and problem-solving
skills by allowing kids the freedom to explore
exactly how they want to play, depending on
their abilities and interests. With many kids
today leading very structured lives, open-end-
ed play gives them a chance to relax, have fun,
and enjoy being kids without prescribed rules
or restrictions.”
“SMART” PLAY
“educational and academically-focused toys
on the market. It includes innovative toys
that teach kids Science, Tech, Engineering,
Arts and Math. as well as classic games and
activities that promote the development of
cognitive and social skills.”
TOP IN TECH
“The toy industry continues to draw on new technol-
ogies to create toys and youth electronics. Many of
these advanced tech toys incorporate open-ended and
traditional play patterns to keep children fully
engaged as they explore virtual worlds or new tech-
nologies. Some of the latest tech toys also allow kids
to control and customize how they play, creating an
enriching and immersive play experience.”
DAWN OF THE DINOSAURS
“2015 represents the Dawn of the Dinosaurs,
driven largely by the release of Jurassic
World this summer. Expect to see an inunda-
tion of dino-themed toys on store shelves to
captivate kids of all ages.”
Thank you.
Guide
Swarup Dutta
Prepared and Presented by
Kusum Kanwar
Satyajit DasH
Post Gradute 2014-2016
III Sem.
Indian Institue of Crafts and Design,
Jaipur

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toy industry trends 2016

  • 2. The right brain is where lateral thinking occurs: problem solving / estimation / comparison / spatial reasoning / overall “big picture” thinking. The left brain can calculate numbers, but the right brain tells you HOW to solve the problem.
  • 3. Children NEED time to play - connecting materials and ideas before they can attend to abstract mathematical concepts. Yet, conventional methods teach math by memorization and repetition - left-brained tasks such as timed tests, flash cards, and redundant homework.
  • 4. User Segments Children depending on different Economic Classes of Parents Upper Middle Lower Differently/ Specially Abled Children Kidults Refer to adults with interests traditionally seen as suitable for children.
  • 5. Games “Playing a game means submitting to an external set of rules defining particular things you are supposed to achieve: goals, achievements, points, a certain amount of exploration or action, kills, items, whatever.” Toys “Playing with a toy, though, is about satisfying not an external set of conditions, but a far more nebulous internal set: through play, you are experimenting with how doing something makes you feel. The aim is not, in the end, to satisfy some- thing outside yourself; it is play itself in the most basic, self-delighting sense.” by Tom Chatfield author and commentator MD of Made and Me games Company, England
  • 6. Games can be divided into cetagories Exploratory gathering knowledge, concept and skill Constructive Getting experience through creative works Expressional Presentation
  • 7. • Timetable is fixed; • Seating arrangements are fixed, usually regimented rows and columns; • Materials are only for display, not use by the students; • Children look bored and disinterested; • Assessment is undertaken as a separate activity; • Children are assessed through tests and exams – many fail and there is a per- vasive fear of failure leading to dropout; • Report cards are used to convey the learners’ achievement; • Children’s performance is reported in terms of marks for subject areas. Need for change in Learning Systems
  • 8. Teaching Methods Story telling Role playing Creative Activities Sports and Games Toys Toys Story telling Role playing Creative Games Sports At the same time all can be inter related. As the following diagram shows. :) Ueses can intersect.
  • 10. The Teaching and Learning Process in Activity based Learning • Teacher provides learning opportunities and guides a range of meaningful learning. • Teacher provides learning situations that give children an opportunity to observe, explore, question, experience and develop their own understanding of various concepts. • All children participate actively in different activities/tasks and acquire all the necessary skills. • All children construct knowledge on their own, based on their experiences inside and out- side the school. • All children work both individually and also in groups, discussing, sharing, co-operating and respecting others’ viewpoints. • Timetable is more flexible, depending to a large extent on the stages children have reached in their learning.
  • 11. The Teaching and Learning Process in Activity based Learning • Seating arrangement changes according to the activity being organized. • A variety of materials, aids and equipment are available and used by children. • All children are engrossed in what they are doing. • Assessment is self-assessment as part of the teaching learning process. • All children are assessed informally by teachers while doing activities/tasks, primarily through the teachers monitoring of progress on the learning ladders – the children are not aware of this assessment. • A report conveys the learning and progress of the child. • Children’s progress on the learning ladders are reported in qualitative terms and on all aspects of development – some children move faster than others and all types of learners are accom- modated in the teaching and learning process.
  • 12. Toys “ Toys encourages imaginative & creative activities through role playing. Also through active play kids get to exercise. Emerge social & emotional skills like music, arts & crafts, team work & language skills.”
  • 14. Physical Toys (Product wise) Action Toys Blocks Dolls/ Doll house Educational Toys Electric toys Furniture toys Kitchen Toys Puppets Cars/ Ride on toys Musical Instrument Instruction based/ Arts and Craft Hand Made/Self made Digital & Hybrid Toys (Available Technology medium) Facebook Games Mobile Games Smartphones, Tablets, PCs Gaming Consoles Technology Terms, which are enhancing the whole Gaming Experience NFC (Near Field Communication) Virtual Reality (virtual world that users can interact with) Augmented Reality ( blending of virtual reality and real life, where user can interact with virtual contents in the real world, and are able to distinguish between the two )
  • 15. Acknowledging work of www.statista.com
  • 16. Ifluences to game and toy industry 3D Printing (Impacting Toy Companies: Varies by Size) Comics Manga Adventures Movies Superhero (Avengers, Ant man, Chota Bheem) Animation (Big Hero 6, Despicable me) Futuristic (Transformers, Star Wars, Star Trek) Kids Channels Serials (Doremon, Pokemon, Sakthiman) Music (Hannah Montana by Disney) Digital Games (Angry Birds)
  • 17. Impact of Game and Toy on various Industries Fabrics, Prints Wearable Technology & Virtual and Augmented Reality Education (Interactive and Leaarning) Movies (e.g. Lego) Photography of the Crowd Food (Kid friendly resturants e.g. McDonalds play place) “Eat, Stay, Play” - Slogan
  • 18. Cause and Effect Toys Cause and effect toys promote visual motor and grasping skills and are especially helpful for children with autism as they provide the opportunity for hand-eye coordination, sensory exploration and re- petitive sequences. These toys allow children to “cause” a type of reaction (example: push a button and a light flashes). Some of the more common cause and effect toys are: Shape sorters Pop-up toys Water squirters Light-up toys More into toys
  • 19. Fidget Toys Fidget toys are a good option to keep their hands and fingers busy while the brain is engaged. These toys can effectively help with self regulation, promote focus and concentration, decrease stress and provide tactile awareness. There are many different types of fidget toys but the most helpful ones offer an experience with different or extreme textures and an effective medium to keep fingers busy. Some examples are: koosh Play dough. There are many different adaptations on this modeling compound from foam to slippery, slimy “gak.” Regardless of the type, this classic provides the perfect outlet for hyper-creative energy. Koosh balls and squeezable stress balls. Noise-making toys like hand clappers or clackers. Sensory or “wiggle” cushions. These tactile inflatable cushions help children with focus and balance problems.
  • 20. Sensory Toys Some children with sensory processing disorder are under-responsive to sensation and often need to feel intense outside sensations like texture, touch, pressure and speed. Sensory toys offer a quick senso- ry response to help children calm down and focus their attention. It’s important to make sure a child is experiencing the sensory response he desires. If a child craves more of or a different response, he may misuse a toy in order to achieve it, which may be dangerous. Some effective examples of sensory toys are: trampoline Light up toys Water or sand tables Finger paint Mini trampolines or personal bouncers: Mini trampolines offer a quick and repetitive response. Puzzles Oral Motor Stimulators
  • 21. “TRADITIONAL EDUCATION IS VERY TOP-DOWN, HEAVY-HANDED—SIT DOWN AND READ, BE QUIET, DON’T ASK QUESTIONS—THERE’S STILL A LOT OF ROOM FOR INNOVATIOn”
  • 23. THE SEARCH FOR VALUE MULTICULTURAL CONSUMERISM EXPERIENCE-BASED CONSUMPTION Organic, Natural
  • 25. MAKER MOVEMENT “toys that allow kids to build and create items that are unique to them. These playthings pro- vide kids with a sense of ownership and pride.”
  • 26. OPEN-ENDED toys “Open-ended toys and games help promote cre- ativity, resourcefulness and problem-solving skills by allowing kids the freedom to explore exactly how they want to play, depending on their abilities and interests. With many kids today leading very structured lives, open-end- ed play gives them a chance to relax, have fun, and enjoy being kids without prescribed rules or restrictions.”
  • 27. “SMART” PLAY “educational and academically-focused toys on the market. It includes innovative toys that teach kids Science, Tech, Engineering, Arts and Math. as well as classic games and activities that promote the development of cognitive and social skills.”
  • 28. TOP IN TECH “The toy industry continues to draw on new technol- ogies to create toys and youth electronics. Many of these advanced tech toys incorporate open-ended and traditional play patterns to keep children fully engaged as they explore virtual worlds or new tech- nologies. Some of the latest tech toys also allow kids to control and customize how they play, creating an enriching and immersive play experience.”
  • 29. DAWN OF THE DINOSAURS “2015 represents the Dawn of the Dinosaurs, driven largely by the release of Jurassic World this summer. Expect to see an inunda- tion of dino-themed toys on store shelves to captivate kids of all ages.”
  • 30. Thank you. Guide Swarup Dutta Prepared and Presented by Kusum Kanwar Satyajit DasH Post Gradute 2014-2016 III Sem. Indian Institue of Crafts and Design, Jaipur