Skip to main content

DTI - FUNDAMENTAL OF TOY DESIGN - ACTIVITIES

 

 

Subject: Design Thinking and Innovation
Class: XI

Design Challenge: Create Your Own Educational Toy Using Cardboard


Activity Type: Group Project
Group Size: 3 students

1. Objective

Design and develop an innovative educational toy using cardboard and easily available or recycled materials. The toy should make learning an interesting, interactive and enjoyable experience.

2. Instructions for Students

  1. Select any topic or concept from a subject of your choice – Science, Mathematics, English, Social Science, Environmental Studies, Computer Science, etc.
  2. Identify a learning concept that can be taught through an interactive toy.
  3. Think of an innovative way to convert the selected concept into a playable toy.
  4. Prepare an initial design sketch with labels.
  5. Construct the toy primarily using cardboard and reusable materials.
  6. Ensure that the toy is functional, safe, attractive and easy to use.
  7. Test the toy with classmates and make improvements based on feedback.
  8. Demonstrate how the toy helps someone learn the selected concept.

3. Suggested Areas for Selection


Subject

Suggested Educational Toy

Mathematics

Fraction wheel, multiplication game, geometry puzzle

Science

Solar system model, human body puzzle, physics-based game

English

Vocabulary builder, grammar game, word puzzle

Social Science

Historical timeline game, map-based quiz

Geography

Interactive map puzzle, layers of the Earth

Environmental Studies

Waste segregation game, ecosystem model

Computer Science

Binary number game, algorithm puzzle

Financial Literacy

Budgeting and money management game

 

4. Design Thinking Process

Students must follow these five stages:

  • Empathise: Identify the learner and understand what they find difficult or interesting.
  • Define: Identify the learning concept or problem.
  • Ideate: Generate different toy ideas.
  • Prototype: Build the cardboard toy.
  • Test: Play, collect feedback and improve the design.

5. Mandatory Project Deliverables

Each group must present :

  1. Toy Name and Selected Topic
  2. Objective and Target Users
  3. Initial Design Sketch – labelled drawing.
  4. Materials Used – cardboard should be the primary material.
  5. Working Prototype – functional educational toy.
  6. Rules / Instructions – how to play and learn.
  7. Testing and Improvements – feedback and modifications.
  8. Final Demonstration – explain the educational value of the toy.

Expected Learning Outcome

Students will develop the ability to transform an academic concept into an interactive learning experience through creativity, experimentation, material exploration and design thinking.

Important instruction: The objective is not to make a decorative cardboard model. Students must create a functional educational toy that another person can actually play with and learn from.

 


Comments

Popular posts from this blog

GRADE XII - Python Connectivity with MySQL

  Python Connectivity with MySQL In real-life applications, the data inputted by the user and processed by the application needs to be saved permanently, so that it can be used for future manipulation. Usually, input and output data is displayed during execution but not stored, as it resides in main memory , which is temporary — i.e., it gets erased once the application is closed. This limitation can be overcome by sending the data to be stored in a database , which is made accessible to the user through a Front-End interface . Key Concepts Database A database is an organized collection of data that is stored and accessed electronically from a computer system. DBMS (Database Management System) A DBMS is software that interacts with end-users, applications, and the database to capture and analyze data. Front-End The Front-End is the user interface of the application, responsible for input/output interaction with the user. Back-End The Back-End refe...

GRADE XI | DESIGN THINKING & INNOVATION (848) | INTRO | CH-1

  DESIGN THINKING &  INNOVATION (848)  INTRODUCTION LINK : INTRODUCTION PPT PPT LINK Notes: Design Thinking and Innovation Grade XI Introduction Section   I. What is Design? (0.1.1) Definitions from Experts: John Maeda: "Design is solution to a problem". Saul Bass: "Design is thinking made visual". Charles Eames:   “Design is a plan for arranging elements in such a way as best to accomplish a particular purpose.” Steve Jobs:  "Design is not just what it looks like and feels like. Design is how it works". Prof. Sudhakar Nadkarni:  "Essentials of design are— purity, precision, details". Design is a way of understanding needs, identifying problems, and creating appropriate and innovative solutions. It is not only about appearance, but also about usefulness and sustainability. Design is explained as something that helps solve problems and make a positive difference. Key ...