Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Communicating and learning in early childhood education
Educational toys case study
Communicating and learning in early childhood education
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Executive Summary
LeapFrog Enterprises, Inc. is an educational toy company that develops learning toys for young children. Ever since launching its best-selling game LeapPad in 1999, LeapFrog has controlled the interactive learning niche market segment in the toy industry. LeapFrog’s top competitors Hasbro and Mattel have yet to fully explore developing learning toys. LeapFrog successfully utilizes its core competencies, such as its proprietary NearTouch technology found in the award-winning LeapPad, to stay on top of the competition by making incremental innovations to its existing products.
To protect itself against the challenges created by altering purchasing tendencies of consumer, shifting demographics, and the ever so changing trends of the toy industry, LeapFrog has developed its identity as a maker of learning toys and reorganized its structure to operate more efficiently over the long-run. A key element of its success is expanding the presence of its SchoolHouse division. LeapTrack, the company’s most ambitious product which released in 2002, offers teachers a way to assess students from Kindergarten to the 5th grade. The integrated assessment system enables teachers to track their students’ educational progress through LeapFrog games on the LeapPad and based on their students’ ability to learn quickly Leapfrog will provide teachers with product recommendations. LeapTrack has the potential to be a crucial differentiator from the existing competition in the school market, which includes McGraw Hill, Pearson, Harcourt, Houghton Mifflin, and Scholastic. Penetrating the school market will help leapfrog decrease industry risk by diversifying their markets. In addition, schools are high volume purchases, which will result i...
... middle of paper ...
...million in savings per year. Furthermore, LeapFrog should allocate its R&D to its core products and LeapTrack and a household version of LeapTrack.
Out of LeapFrogs competitors, Hasbro would be the most compatible. It has the financial strength to acquire Leapfrog and will be able to pay extra for goodwill. Hasbro has yet to develop a serious educational toy brand. Judging from toy market trends, Hasbro will be looking to produce educational toys. Hasbro focuses more on traditional toys and games, therefore adding LeapFrog to its company would not cannibalize any of its products. LeapFrog can fit into Hasbro's corporate structure as a separate brand, so LeapFrog's creative culture will not be sacrificed. For years LeapFrog successfully paired fun with learning for kids and its addition to Hasbro would provide it with the capital to take business to the next level.
...mation business right, particularly the new CG technology that was rapidly supplanting hand drawn animation. Acquisition of Pixar was the fastest way of doing this. Through this acquisition Disney would get access to key Pixar technologies which would enable it to produce movies at a lower cost and faster than its rivals. This technology transfer would also help revive Disney’s own animation unit. Apart from technology, Disney would also get access to all the Pixar characters, which it could use at its theme parks, merchandise stores and its other related businesses. Pixar’s journey to the top is inspiring. The leap from a dwindling financial future to billions of dollars in profit is a true testament to what can come from perseverance and hard work. This world renowned company has become a house hold name and a major player in the entertainment and business world.
Things like technology will eventually be what is teaching our children and we need to be ready to help and it is proven that some kids learn better with online school than going to regular school. We know that some things on technology is bad for our kids but we want to make sure we are educating our kids not only at school but also at home and we can do that with all the technology and software that is available to us. The three software’s I chose for preschoolers is ABC Mouse, Curious World and Agnitus. According to parenting.com ABC Mouse is used to teach children age two through seven year old their ABC’s, colors and numbers through songs music and games. The cons of ABC mouse is that not all children are able to do this website and it doesn’t always help children who have trouble learning online. I feel that many schools who have computers or iPad in their preschool use ABC mouse because it is a very simple way for kids to learn easy and valuable things. The second program that parenting.com recommends for preschoolers is Curious World this program is used by all age of children through preschool to elementary
The LeapFrog LeapReader allows children from ages four to eight to have an interactive reading experience. The LeapReader teaches kids to read by touching pages or words with a specialized pen to hear them read aloud. It improves children’s vocabulary and comprehension skills by introducing them to new words in the endless interactive books available. Children can also learn to write by getting stroke-by-stroke guidance while tracing numbers, letters, and words. Children are able to develop their fine motor skills by using a pen-like device to trace the shapes. According to Jean Piaget, the Pre-operational Stage of cognitive development best describes the early childhood phase that the LeapReader is targeting. The Pre-operational Stage of symbolic play (or pretend play) is developed as the children read fictitious books that allow them to imagine a different world while drawing parallels to this world. A scene of two frogs playing might spark a child’s imagination. This elicits creativity in the children. As
The question of the extent to which children learn through technological play is disputed. Most early years specialists agree that the best educational experiences are based on play. Some of the products available for young children use the concept of interactivity to claim they can accelerate progress in learning to read, write and use numbers. The learning toys are marketed at parents who want to get children ready for school but they are often based on mundane educational tasks disguised as entertainment. The so-called interactivity may well provide some initial motivation for learning but it rarely continues beyond the first few encounters and may even get in the way of the educational potential. Exposing young children to such technology presents hindrance to not only their physical and mental development, but their emotions as well.
The LEGO Group organization is famous due to its flagship product – colourful plastic bricks that can be interlocked to form a variety of figures, and then disconnected again. These binding bricks originated in a wooden form when the company was first established in Billund, Denmark by Kirk Kristiansen in 1932 (The LEGO Group, 2012), and today’s well known plastic version was introduced in 1958 (Rosenberg). The company’s head office is located in Billund to this day, and The LEGO Group remains privately owned by Kristiansen’s family (The LEGO Group, 2012). They currently sell toys and teaching materials in over 130 countries worldwide.
Mrs. Estep used the smart board for her lesson, but did not use any interactive features. She used Book Flix by Scholastic, which is a website that reads animated books to the class. When Mrs. Estep told the children to go to the smart board one yelled, “Yay smart board time!” Unfortunately the second book on the website that Mrs. Estep was going to show the children wouldn’t load so she went to her backup plan and had the children play a game. Technology is very prevalent in classrooms, but sometimes it is not reliable, so you must come up with and alternative
The video gaming industry is a huge successful business and very popular around the world. Parks stated that “In 2006 worldwide spending on video games was more than 31 billion. In the United States more than 7.4 billion was spent on video games almost triple the sales of 1996.” Many different gaming consoles have been created as technology has advanced. Today's games can be very realistic and appeal to a variety of people. Video games allure to almost anyone and are available to play for most people around the world. People who regularly engage in video games are called gamers. Children as young as two years old can play some sorts of games such as Leapfrog gaming systems. These kinds of systems encourage hand eye coordination, memory and other activities aimed to increase brain activity. School age children to adults have many different games they can play such as educational games, strategy g...
In the form of a computer-based game for young children, players would enter an animated version of the New York Stock Exchange after reading the instructions. With the object of the game being to visit as many people within the NYSE as possible before a timer runs out, the game would guide children around the floor of the NYSE. Children would listen to animated characters such as famous NYSE bell-ringers and stock brokers speak about their jobs. Stocks, bonds, and mutual funds would be explained this way, as well as the historical importance of the NYSE and financial literacy terms. After visiting each person, a series of questions would be asked to the child in a pop-quiz format to ensure that players fully absorb information. If they complete their tour of the NYSE before the sun goes down, they would
When it comes to Disney, their marketing strategy is truly what helps bring such innovation to the
Our schools have progressed tremendously in the past century.In fact, in the past three decades, we have seen much progression with the use of computers in the classroom.We have gone from one room school houses with one teacher teaching many grades, to schools that may be two stories high or more with many teachers for each grade.More students are in school in today’s society than there...
National Association for the Education of Young . (2006, April). Technology and Young Children—Ages 3 through 8. In National Association for the Education of Young Children Organization . Retrieved October 4, 2011, from http://www.naeyc.org/files/naeyc/file/positions/PSTECH98.PDF
The use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than...
5. “Too Much Technology, Too Little Play– The Rise of Technology and Demise of Play in Preschool Education.” APA Online. 10 Aug. 2003. American Psychological Association. 30 Jan. 2005. <http://www.apa.org/releases/play.html>
Collis, B., Knezek, G., Kwok-Wing, L., Miyashita, K., Pelgrum, W., Plomp, T., & Sakamoto, T. (1996). Children and Computers in School. Mahwah, NJ: Lawrence Erlbaum Associates.
...tive advantage based on exceptional service (service that mass retailers and discounters cannot duplicate), it can capitalize on a niche market in the educational school system where word of mouth drives additional sales, and finally it can build up its reputation and brand name through educational learning centers and endorsements form the school board. Educational toy would only sell quickly if the purchase process itself was fun, and by offering different methods of purchasing products through learning centers, retail outlets, and mail order catalogues the company offered a hands on experience for first time buyers while also allowing repeat customers to convenience of purchasing through catalogue. Option one also boasted the highest terminal value, a net present value 4 times larger than option 3, as well as per shop revenue substantially higher than option 3.