BOS: Students describe a range of manufactured products in the local environment and how their different purposes influence their design.
1. There is a range of manufactured products in the local environment.
2. The different purposes of products influence their design.
No culture is entirely without toys; where mass-produced and mass-marketed toys are absent, children transform everyday objects into games, puzzles, and imagined friends and enemies.
Toys can be objects of solitary attention and entertainment or, far more often, centrepieces of social interaction.
Even animals play with toys.
Students will access a template document that will provide some examples (6) of old and new toys. The students must provide simple answers to classify the characteristics of each toy. The classifications are simple, such as Natural-v-Synthetic and Yes-v-No.
Name of toy | Type of toy | Play alone | with friends | Made of | It moves | Sustainable |
---|---|---|---|---|---|---|
Slinky | Machine | Yes | No | Synthetic | Yes | Yes |
Barbie doll | Doll | Yes | Yes | Synthetic | Yes | No |
Furby | Doll | Yes | Yes | Synthetic | Yes | No |
Wooden horse | Animal | Yes | No | Natural | … | … |
And so on… | … | … | … | … | … | … |
Based on the (very limited) data, students should be able to see that old toys are (at face value) made of materials that are more sustainable compared with new toys. It should be pointed out that conclusions based on such limited data does NOT make them reliable or 'correct'
During the above excercise, students should build a word wall (using post-it notes or similar).
Students should be encouraged to ask questions and discuss problems with their peers.
For more examples, see the contents of the tables in the 'Toy Story Survey' section below.
Image 1. Example images of popular toys from the last 100 years - Source: TIME Magazine and Time's 100 Years of Toys
IMPORTANT: *See resources and details for the sailing design challenge.
Wherever it make sense, include both open and closed questions in surveys to probele for understanding and to provide opportunities for deeper discussion/investigation: See example on-line Toy Story Survey
Year(s) | Examples of most popular toys by decade(s): | Source |
---|---|---|
1900's | Crayola crayons, Monopoly, Scrabble, Troll dolls, … | *1 |
1920's | Radio Flyer cart, pop-up books, chemistry sets | *2 |
1930's | Mickey Mouse, Buck Rogers, sock puppets, finger paint | *3 |
1940's | Slinkys, Magic 8 Balls, Bubble blowing packages | *2 |
1950's | Barbie dolls, Frisbees | *2 |
1960's | Etch A Sketch, Lite-Brite, Easy-Bake Oven | *2 |
1970's | The Rubik's Cube, Baby Alive and NERF Balls! | *2 |
1980's | My Little Pony, Cabbage Patch dolls and Transformers | *2 |
1990's | Beanie Babies, Buzz Lightyear and Furby | *2 |
2000's | Bratz dolls, Zhu Zhu pets and mind game | *3 |
2010's | Nintendo WII, XBox360, Razor Scooter, iPod, Bratz Doll | *4 |
2015 | Goldie Blox, Google Viewmaster, VTech webcam, Star Wars | *5 |
Toy | Bought | Materials | Features | Enviro. Friendly | Movement |
---|---|---|---|---|---|
Chatter Telephone | 1962 | wood + metal | telephone on wheels with noisemaking buttons and dials. | no | push+pull |
Rubik's Cube | 1975 | plastic | complex, colourful block manipulation puzzle. | no | other |
Cabbage Patch Doll | 1983 | vinyl + cloth | huggable, uniqueness, adoptability. | no | other |
Transformers | 1984 | plastic | robots transform into vehicles & weapons. | no | other |
TM Ninja Turtles | 1990 | plastic | mutant reptilian super-heroes. | no | other |
Super Soaker | 1993 | plastic | technically sophisticated, long range water gun | no | other |
Buzz Lightyear | 1996 | plastic | action figure based on cartoon movie character | no | other |
Furby | 1998 | plastic + electronic | furry animatronic creature that could learn + speak sounds | no | other |
Zhu Zhu | 1998 | plastic + electronic | robotic hamster makes 'cooing' sounds & 'explores' interactively | no | other |
Table 1. Some of the most popular toys in the last 100 years - Source Top-selling Toys from 1923-2000
Toy or Game name | Materials | Features | Enviro. Friendly |
---|---|---|---|
Bubberah | wood | A game about come-back boomerang throwing. The boomerang which returns closest wins | yes |
Kolap | wood | An object throwing game using beans of the Kolap tree. Common on Mer Island in the Torres Strait late last century. | yes |
Whagoo | fur | A popular hide and seek game was also known to Aboriginal people. | yes |
Keentan | fur | game of catch ball played by both genders. The game was also called the ‘kangaroo-play’ because the players jumping up to catch the ball resembled the movements of a kangaroo. | yes |
Table 2. Some of the most popular traditional ATSI games/toys Source: Australian National Library archives
Students complete the on-line form and select value from a scale for each question.
STUDENTS & TEACHERS FIRST COMPLETE TWO SURVEYS:
See the original (complex) Toy Value Calculator - see image at right:
To calculate the 'value' of a toy, simply total up the values for that form entry.
The relative 'values' of two or more toys may be compared by, for example, dividing the total value scribed to a toy by the cost of that toy. The result will provide a way to compare how much 'value' a toy provides for each dollar spent.
What other questions (hypotheses) could be answered using the data. For example, could you use the 'Toy Value Calculator' to help compare the dollar cost versus the environmental cost of a toy?
My results for Table 1 (above) show that 55% (five of the nine toys) are like 'dolls' and children are encouraged to think of them as having unique personalities and powers.
Only 10% of the toys surveyed involved a 'push' or 'pull' action. Although all of the toys involved movement/articulation of some parts, manual push' or 'pull' was not not required and not advertised as a feature.
My results for Table 2 (above) includes example items listed at the Creative Spirits web site (National Library of Australia) many traditional ATSI games taught hunting and similar, physical life skills, while others were simply entertaining. There was no mention of toy dolls or animal characters having special personalities, powers or comfort values. Source: Australian National Library
Historically, most Aboriginal and Torres Strait Islander children play to learn (for example Arrernte children learn to play string games so they can remember stories they have been told) - Source: Scootle
* All data from Table 1 may be independently evaluated using the Toy & Play Value Calculator
Some cultural differences between the toys and games listed in tables 1 and 2 are discussed below.
Data in Table 1: Most of the toys fall into three main types:
My favourite modern toy was Clever Keet because although I wanted a budgie, my mother said that Clever Keet is just like a real bird only smarter and cleaner. My favourite old toy is the WETA Ray-gun and AEther Oscillator.
I think old toys are a lot more fun than modern toys.
Previous studies have shown that up to 70% of young children develop strong attachments to objects such as toys or blankets. The phenomenon tends to be confined to the western world, where children usually sleep apart from their parents at an early age.
Studies have also found that children preferred their own 'comfort blankets' or 'raggedy bear' over new, otherwise identical, replacements and that children invest intangible qualities in their own objects that cannot be replicated in others.
The study contrasted the preferences of children to that of art enthusiasts, who prefer an original to a copy that is identical in every way.
Data in Table 2: In western culture, it is common for toys to be handed down through the generations. Some other cultures have belief systems centred more on all things having a life force and, for that reason may have a different attitude towards personalised toys.
For example:
Some cultures find it difficult to live in other people's homes because they feel there is something intangible left of the previous people in them.
Such differences may help explain why ATSI culture has been more about participation in community games rather than ownership of personalised toys. References: The Guardian and Aboriginal Games & Activities
To some educators, play seems like a distraction from the more important task of preparing workers for the knowledge economy, whereas research suggests that toys are not only fun but also crucial for the development of such high-level human skills as decision-making, contextualizing, and creativity.
There is some evidence that cultural beliefs may make a difference to the type of toys and games that children find attractive.
This may serve to remind us that that:
Reference: Psychological Science
The data from this study suggests that most modern toys are environmentally unfriendly and focus on creating a special, personalised relationship between the toys and their owners.
By contrast, traditional/ATSI games seemed to focus more on teaching environmentally neutral life skills and on community entertainment.
The study included a method to calculate the value of toys and games mathematically, but many researchers believe that its quite OK if toys have no value other than the fun they create! The above findings support the hypothesis that there may be significant differences between modern and traditional toys/games - both in their cultural and environmental consequences.
More research (and funding) is required to investigate how to have more fun!
Task to be presented and completed in the form of 'Marshmallow challenge'.
Resource list:
This is the first draft copy of the STEAM Stage 1 Assessment Rubric.
Research around the world indicates that at the end of their schooling, large numbers of students still hold many ideas, or conceptions, which are not in accord with the way that scientists understand our world. Here are some guidelines for teaching science at school.
The scientific method is one particular way to ask and answer scientific questions by making observations and doing experiments. Some people argue that there is no such thing as 'The Scientific Method' - make up your own mind:
The steps of the scientific method are to:
No matter what your method is, it is important for your experiment to be a fair test:
A fair test means that you should set up your experiment so that everything is fair.