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Building a Business–Games and Toys

Grade 3, Interdisciplinary

Description of Unit

This project generates an understanding of marketing, consumer awareness, and business models by studying the games and toys industry. Students will learn about the making and selling of their favorite toys. Then in small groups, students will found their own toy companies. Each group will develop a prototype of a new toy, along with one of the following: a business plan for a toy/game company; marketing campaign to sell the toy/game; or plan to mass produce the toy/game.

This guide links the Building a Business unit to the Texas Essential Knowledge and Skills (TEKS) for third graders. Building a Business is an interdisciplinary unit in which groups of students develop a toy and game business, allowing students to explore and gain knowledge of history and science and their relationships. The TEKS from multiple content areas are covered. For instance, students use writing as a tool for learning in research, as described in the English Language Arts and Reading TEKS. They also learn about how businesses operate in the U.S. free enterprise system, as included in the Social Studies TEKS. The following document includes the applicable TEKS and the details of the Building a Business unit. The asterisks indicate the TEKS that are testable on the State of Texas Assessments of Academic Readiness (STAAR). The final section of this document presents the applicable Texas College and Career Readiness Standards adopted by the Texas Higher Education Coordinating Board (THECB) on January 24, 2008.

Phase I. Learning Experiences

  1. Introduce the unit by discussing students’ favorite toys and games. Discuss how students’ favorites have changed as they have gotten older. For instance, have students talk about the ways in which video games have changed over time.
  2. As an individual or group activity, have students make a timeline of their lives in terms of their favorite toys and games. You may wish to extend this activity by having students ask their parents/grandparents or members of the school community what their favorite toys and games were when they were children.
  3. Show the History Channel timeline at https://www.history.com/news/10-christmas-toys-through-the-decades. Discuss how toys have changed over time. In small groups, students choose a toy/game and consider how it has changed or stayed the same over time. They should also discuss why some toys/games last and others do not and how popular toys reflect the times and the available technology. You may choose to have students develop a timeline of their chosen toy/game, using the History Channel timeline as a model.
  4. Brainstorm leading toy companies. Small groups choose one to research. They should find the answers to these questions:
    • Who started the company?
    • What was their motivation?
    • When was the company started?
    • What toys or games have been the company’s leading products?
    • What contributed to the company’s success/downfall?
  5. Next, students will explore the relationship between toys/games, their manufacturers, and the impact of advertising. Students watch television for 30 minutes on Saturday morning and record the number and the length of the advertisements they see in that period of time. Discuss the following questions:
    • What attracted you to the products advertised (sound, color, people)?
    • What other tools do advertisers use to get attention?
    • Who was the target audience of the advertisement?
    • What did the advertiser do to help students remember the toy/game and want to purchase it?
    • Where else are toys advertised (include different media, such as print and Internet)?
    • How do consumers need to be aware of advertising strategies?

Phase II. Independent Research

A. Research Process

  1. Selecting a topic. Small groups form a toy/game company. Students should name the company and provide job descriptions and titles for the top executives (e.g., CEO, CFO). One good resource for steps in starting a business is It’s Your Business! by Larry Robson. Each company will develop a new toy or game.
  2. Asking guiding questions. Once the groups have selected a toy/game, they should think of three to five guiding questions to explore, such as:
    • Who is your consumer?
    • How will you find out whether they will like/buy the toy?
    • What will the toy be made of?
    • Feasibility—can you make it?
    • What safety issues will you have to deal with?
    • How much will the toy cost to make and to purchase?
    • How will you market/advertise the toy?
    • How much profit will you make?
    • What problems might you run into? How might you solve them?
    • How will you know if the toy is successful?
    • What resources will you need?
    While these examples are general, the group’s questions should be specific to the chosen toy or game. The questions should lead the group to form research-based opinions. The group should also develop a hypothesis or some possible answers to the questions.
  3. Designing a research proposal. Each group will design a prototype of a toy of the future. It could be an old toy that is redesigned or updated, or something completely futuristic. Part of the research might include a needs assessment or interest inventory to see if the proposed toy/game appeals to the target audience. In the proposal, the group should include plans for developing and testing the prototype.
  4. Conducting the research. The group should develop and test the prototype, as well as creating a survey to be used for conducting market research and analysis.
  5. Drawing conclusions. The group should consider the following questions:
    • What was successful about your prototype?
    • What adjustments or changes did you have to make? Why?
    • Who is the target audience for your toy/game?
    • What is new or unique about your toy/game?
    • How much does it cost to manufacture your toy/game? How much will you sell the toy/game for? What are sources of the money you will need to manufacture the game?

B. The product

The students show what they have learned through one of the following products:

  1. The group develops a business plan for their toy/game company, which should include a budget and a marketing-research plan. Each student in the group should describe his/her role in the business.
  2. The group develops a marketing campaign to sell the toy/game, including the creation of at least two of the following: a slogan, jingle, commercial, advertisement, billboard, or brochure. Each student in the group should describe his/her role in creating the marketing campaign.
  3. The group develops a plan to mass produce their product. The plan should include a way to sell the product, take and fill orders, and manage inventory. Each student in the group should describe his/her role in preparing to produce and deliver the product.

C. Communication

The group will present to the class what they have learned about the toy/game industry. The group should also discuss their toy/game and demonstrate the prototype. The audience should be given time for questions and answers. The Q&A session should be impromptu and unscripted in order to reflect student learning accurately.

D. A completed project consists of:

  1. Research proposal
  2. Product—business plan, OR marketing campaign, OR mass-production plan
  3. Videotape or audiotape of presentation, including the Q&A session
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