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  2. Mastermind Toys - Wikipedia

    en.wikipedia.org/wiki/Mastermind_Toys

    In 1984, the Levy brothers opened "Mastermind: The Educational Computer Store" as a 300-square-foot shop in Toronto, Ontario, Canada that sold educational software for home computers. The following year, a second shop called "Mastermind Educational" was opened with an expanded selection of toys, books and games.

  3. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    Even for toys that don't possess explicit educational value, a thoughtful parent or teacher can turn a static figurine, for example, into an object of interest, by pointing out its features or costumes, or referring to its history or science (e.g., a figurine of a Native American may be a starting point for exploring American history; a Santa ...

  4. Sega Pico - Wikipedia

    en.wikipedia.org/wiki/Sega_Pico

    The Sega Pico, also known as Kids Computer Pico, [a] is an educational video game console by Sega Toys. The Pico was released in June 1993 in Japan and November 1994 in North America and Europe, later reaching China in 2002. Marketed as "edutainment", the main focus of the Pico was educational video games for

  5. National Toy Hall of Fame - Wikipedia

    en.wikipedia.org/wiki/National_Toy_Hall_of_Fame

    The National Toy Hall of Fame is a U.S. hall of fame that recognizes the contributions of toys and games that have sustained their popularity for many years. Criteria for induction include: icon status (the toy is widely recognized, respected, and remembered); longevity (more than a passing fad); discovery (fosters learning, creativity, or discovery); and innovation (profoundly changed play or ...

  6. Bethany Koby - Wikipedia

    en.wikipedia.org/wiki/Bethany_Koby

    Bethany Koby Bethany Koby is the co-founder and Chief Vision Officer of Fam Studio, a trailblazing research and design consultancy developing play-led technologies, learning programs, and planet-friendly experiences into powerful tools for positive change.

  7. Education in Japan - Wikipedia

    en.wikipedia.org/wiki/Education_in_Japan

    They introduced the upper middle class to a concept of childhood that involved children having their own space, reading children's books, playing with educational toys, and spending significant time on school homework. These concepts quickly spread across all social classes.

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