

- Description
-
Toyz uses game-based learning and adaptive learning to introduce minority and underserved students to skills development for Science, Techology, Engineering, Art, Math (STEAM) careers. Toyz has a career development product called #TOYZSTEAM
#TOYZSTEAM uses our own custom curriculum, workbook, and existing software tools to teach students to produce products through digital asset creation, coding, game design, 3D modeling, and product design. Students get takeaways of digital assets, a physical 3D model and exposure to software development and game design. - Number of employees
- 11 - 50 employees
- Company website
- http://toyzelectronics.com/
- Categories
- Community engagement Website development Mobile app development Software development Artificial intelligence
- Industries
- Education Technology
Recent projects
Digital Marketing Strategy for Online Learning Platform
The main goal of this digital marketing strategy project is to increase awareness of Toyz's game-based and adaptive learning offerings for STEAM education among minority and underserved students, educators, and other stakeholders. The aim is to drive user acquisition, engagement, and learning outcomes, and to promote equity and access in STEAM education.
Developing a Business Strategy for Toyz's Online STEAM Learning Platform
The main goal of this business strategy project is to develop a comprehensive and effective strategy that enables Toyz to successfully introduce and promote game-based and adaptive learning products to minority and underserved students, and help them develop skills for STEAM careers. The aim is to increase access and equity in STEAM education and improve learning outcomes for these students.
Developing STEAM Course Content for Game-Based Learning Platform
The main goal of this project is to develop engaging and effective course content for Toyz's game-based and adaptive learning platform, that introduces minority and underserved students to STEAM skills and knowledge, and prepares them for STEAM careers. The aim is to increase access and equity in STEAM education, and to improve learning outcomes for these students.
Research - How to Build an Online Community
The main goal of the research project is to investigate the process of building an online community by defining its purpose, identifying the target audience, selecting appropriate tools and platforms, developing a content strategy, and implementing effective community management practices in order to create a successful and engaging community. The ultimate aim is to provide recommendations for creating and managing an online community that meets the needs and expectations of its members.
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