Active Learning Through Toy Design and Development

Total Page:16

File Type:pdf, Size:1020Kb

Active Learning Through Toy Design and Development Active Learning Through Toy Design and Development 14 Arif Sirinterlikci, Linda Zane, and Aleea L. Sirinterlikci Abstract results in limited retention of knowledge by stu- This article presents an initiative that is dents (Prince, 2004). Active learning is an based on active learning pedagogy by engaging instructional methodology that engages students elementary and middle school students in the toy in the learning process to improve the results of design and development field. The case study the process (Bruner, 1961). Active learning is a presented in this article is about student learning multifaceted and directional approach where var- experiences during their participation in the ious interactions are welcomed (e.g., teacher-to- The Journal of Technology Studies TOYchallenge National Toy Design Competition. student, student-to-teacher, and student-to-stu- Students followed the product development dent) (Grabinger & Dunlap, 2000). process to design and realize toys. They started with marketing surveys and conception, and then In The Seven Principles in Action: followed through by making prototypes to realize Improving Undergraduate Education, Hatfield these designs. The experience generated an (1995) stated that active learning is not solely a engaging and fun learning environment that pro- set of learning activities, but rather it is more of moted higher level, divergent, and creative an attitude-altering approach on the part of both thought processes—an effort that is needed in students and faculty. According to the author, today’s climate of increased attention on STEM the goal is to channel the students to think about education. Collection of two years of student how and what they are learning, and thus having work is included within this study to depict both them take responsibility for their own education. the students’ work and their perceptions toward As the students take a greater role in their edu- this work. cation, self-management and self-motivation become a critical part of the learning process Active Learning through Toy Design (Glasgow, 1996; Hatfield, 1995). and Development Active Learning Through active learning, knowledge is Increased public attention is being paid to directly experienced, constructed, acted upon, the education of American students within the tested, or revised by the learner (Holzer, 1994). areas of science, technology, engineering, and Active learning’s critical components include mathematics (STEM) (Congressional Research using multiple senses and doing; problem defin- Service, 2006). Concern is particularly height- ing, generating, and solving; interacting within ened for K-12 education, since such students and outside teams; high-level thinking; and provide the foundation for rising stars in such relieving stress. Active learning involves using fields. It has been reported that, when comparing multiple senses (e.g., hearing, seeing, and feel- K-12 students with international peers, on aver- ing), interacting with other people and materials, age American students fare more poorly on and responding to or solving a problem. mathematics and science assessments the longer Students engaged in successful active learning they are in school (National Academy of tasks within team environments develop good Sciences, 2007). The stakes are high, and most communication skills, higher-level thinking Americans would agree that something must be skills, an emphasis on teamwork, a positive atti- done to energize this generation of youth—draw- tude toward the subject, and motivation to learn. ing them toward positive attitudes in relation to Such benefits result from a team’s perseverance, STEM fields. Active learning is one way to cap- whereby teams continue to tackle problems that ture the students’ attention because it involves individuals often abandon. A team that includes hands-on and collaborative methodology. fellow students also generates an environment with less pressure and fear of failure (Grabinger In traditional formal education, students typ- & Dunlap, 2000). ically learn in a didactic manner, that is, taking notes within a classroom lecture setting. Other academic sources agree with the Contemporary educational research indicates that critical importance of problem solving, but ask such a passive environment is not effective and students to be engaged in higher order thinking tasks as analysis, synthesis, and evaluation, • Doing. This refers to any learning activity in especially at higher levels of education. which the learner actually does something: 15 According to Silberman (1996), the students writing a research proposal and conducting The Journal of Technology Studies should do most of the work. They need to study the research, completing a project (e.g., ideas, solve problems, and apply what they learn. designing and developing an engineering Learning should be fast-paced, fun, supportive, structure), critiquing an argument or piece of and engaging. Hearing something, seeing it, writing, and making an oral presentation. questioning it, and discussing it with others Analyzing case studies and role-playing in allow students to learn the subject matter more simulation activities also can be employed, thoroughly. Students need to manipulate their but these indirectly engage students in the learning, figure things out by themselves, come doing process. up with examples, try out skills, and complete assignments that depend on the information they Adopting an active learning methodology either have acquired or should acquire. does not necessarily require the replacement of highly structured teaching methods or eliminate Problem-based, experiential, and inquiry- the lecture format. Kirschner, Sweller, and Clark based learning are the most often cited forms of (2006) suggested that 50 years of empirical data active learning (Kirschner, Sweller, & Clark, do not support using active learning very early 2006). Similar concepts (such as discovery learn- in the learning process. They suggest that formal ing and cooperative learning), whereby students and structured methods are needed early to work in teams on problem solving under project establish a strong basis or background within management structures, lead to self-confident any given area, and this then can be strength- students who feel accountable and become team ened by the active learning activities. members (Grabinger & Dunlap, 2000). It does not matter what the methodology or at which The following case study was used to inves- level it is applied, it should address at least one tigate the relationship between active learning or more of the following concepts: and the “TOYchallenge” National Competition. The authors questioned whether involvement in • Dialogue with Self. This concerns a learner the competition increased the student partici- thinking reflectively about a topic of interest pants’ levels of interest in and understanding of or work. Students write about what they scientific inquiry and engineering-related learn, how they learn it, and the role this processes. The next section provides background knowledge plays in their own life, and per- information on the initiative and the haps how they feel. Tools used to facilitate TOYchallenge competition. such reflective thinking may include journals and learning portfolios. TOYchallenge National Competition. In the fall of 2005, Robert Morris • Dialogue with Others. This is more than lis- University (RMU), located in suburban tening to an instructor, which is one-way Pittsburgh, PA, and its neighbor Moon Area interaction. A more active form of dialogue Elementary School Challenge (Gifted) Program occurs when teachers create small-group dis- started a unique means of collaboration. cussions on a topic. They also can involve Elementary school students from two local students in dialogue situations with practi- elementary schools were transported to RMU tioners or experts either inside or outside of every Monday at noon, to work for two hours class. Additional activities can include “pair- on their projects. These students were introduced shares,” and collaborative learning groups, to the TOYchallenge National Toy Design such as teams, student debates, and student- Competition at RMU; they were given the led review sessions. challenge to design and develop toys or games as entries to the competition. At the time, the • Observing. This occurs whenever a student burgeoning competition was sponsored by the either watches or listens to another person Sigma Xi International Science Honor Society, doing something related to the subject being Southwest Airlines, and Hasbro Toy Company, studied. This might be observing a teacher, and it was organized by Sally Ride Science. listening to musicians, or observing natural, social, or cultural phenomena. The TOYchallenge, for student teams from • Determining the definition of the 16 grades 5-8, offered them the chance to design toy/game, the category, and its objective and develop toys and games (Sally Ride • Conducting research to gather more infor- Science, n.d.). Teams were coached by an adult mation about the possible designs who was 18 or older. A team could include 3 to • Brainstorming 6 members. In order to encourage greater levels of scientific inquiry and interest in STEM • Picking a design idea from alternatives careers among young women, at least 50% of • Planning by recording in the logbook what the group members were girls. Each person you are trying to do and how you will get could belong to only one team, and each team
Recommended publications
  • Masters of the Universe: Action Figures, Customization and Masculinity
    MASTERS OF THE UNIVERSE: ACTION FIGURES, CUSTOMIZATION AND MASCULINITY Eric Sobel A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS December 2018 Committee: Montana Miller, Advisor Esther Clinton Jeremy Wallach ii ABSTRACT Montana Miller, Advisor This thesis places action figures, as masculinely gendered playthings and rich intertexts, into a larger context that accounts for increased nostalgia and hyperacceleration. Employing an ethnographic approach, I turn my attention to the under-discussed adults who comprise the fandom. I examine ways that individuals interact with action figures creatively, divorced from children’s play, to produce subjective experiences, negotiate the inherently consumeristic nature of their fandom, and process the gender codes and social stigma associated with classic toylines. Toy customizers, for example, act as folk artists who value authenticity, but for many, mimicking mass-produced objects is a sign of one’s skill, as seen by those working in a style inspired by Masters of the Universe figures. However, while creativity is found in delicately manipulating familiar forms, the inherent toxic masculinity of the original action figures is explored to a degree that far exceeds that of the mass-produced toys of the 1980s. Collectors similarly complicate the use of action figures, as playfully created displays act as frames where fetishization is permissible. I argue that the fetishization of action figures is a stabilizing response to ever-changing trends, yet simultaneously operates within the complex web of intertexts of which action figures are invariably tied. To highlight the action figure’s evolving role in corporate hands, I examine retro-style Reaction figures as metacultural objects that evoke Star Wars figures of the late 1970s but, unlike Star Wars toys, discourage creativity, communicating through the familiar signs of pop culture to push the figure into a mental realm where official stories are narrowly interpreted.
    [Show full text]
  • Toy Industry Product Categories
    Definitions Document Toy Industry Product Categories Action Figures Action Figures, Playsets and Accessories Includes licensed and theme figures that have an action-based play pattern. Also includes clothing, vehicles, tools, weapons or play sets to be used with the action figure. Role Play (non-costume) Includes role play accessory items that are both action themed and generically themed. This category does not include dress-up or costume items, which have their own category. Arts and Crafts Chalk, Crayons, Markers Paints and Pencils Includes singles and sets of these items. (e.g., box of crayons, bucket of chalk). Reusable Compounds (e.g., Clay, Dough, Sand, etc.) and Kits Includes any reusable compound, or items that can be manipulated into creating an object. Some examples include dough, sand and clay. Also includes kits that are intended for use with reusable compounds. Design Kits and Supplies – Reusable Includes toys used for designing that have a reusable feature or extra accessories (e.g., extra paper). Examples include Etch-A-Sketch, Aquadoodle, Lite Brite, magnetic design boards, and electronic or digital design units. Includes items created on the toy themselves or toys that connect to a computer or tablet for designing / viewing. Design Kits and Supplies – Single Use Includes items used by a child to create art and sculpture projects. These items are all-inclusive kits and may contain supplies that are needed to create the project (e.g., crayons, paint, yarn). This category includes refills that are sold separately to coincide directly with the kits. Also includes children’s easels and paint-by-number sets.
    [Show full text]
  • Dolltalk: a Computational Toy to Enhance Children's Creativity
    Dolltalk: A computational toy to enhance children’s creativity Catherine Vaucelle Tristan Jehan MIT Media Laboratory MIT Media Laboratory Gesture and Narrative Language Group Hyperinstruments Group 20 Ames street, E15-320N 20 Ames street, E15- 445 Cambridge, MA 02139 USA Cambridge, MA 02139 USA +1 617 253 6096 +1 617 253 0095 [email protected] [email protected] ABSTRACT mat the child is playing and plays back related stories from This paper presents a novel approach and interface for peers, as appropriate. Research with Storymat has shown encouraging children to tell and act out original stories. that when children listened to and incorporated elements “Dolltalk” is a toy that simulates speech recognition by from their peer’s stories, their own became richer. Similar capturing the gestures and speech of a child. The toy then results were found with TellTale [5], a toy made of body plays back a child’s pretend-play speech in altered voices pieces of a caterpillar. Each body piece can record a representing the characters of the child’s story. Dolltalk’s sentence as well as an entire story. The child can put the tangible interface and ability to retell a child’s story may pieces together and hear the story organized in the order the enhance a child’s creativity in narrative elaboration. child has chosen. Keywords DESCRIPTION Tangible interface, toy, children, performance, perspective- Continuing in this vein of research, we have built Dolltalk taking, narrative elaboration, motion and speech detection to allow children to record their stories and hear them back with the same content but with different voices.
    [Show full text]
  • Simulacra of Social Desire: Reflection on Collecting and the “Lost Toy Archive”
    SIMON ORPANA siMulacrA oF soCiAl desire: reFleCtion on ColleCtinG And the “lost toy ArChive” In 2009, I started to construct an archive that records traces of the toys I collected and played with as a child. While most of these toys have been lost in various garage sales, moves and purges, I started to search out photographic records of my collections, and used these to evoke reflection regarding the role that toys have played in shaping my memories, identity and modes of relating to the world. Rather than simply amassing images, I started to make drawings of them in a sketchbook. This process was aided by my mother’s unearthing of a family photo album, spanning from the late seventies to the early eighties, which contained the originals of many of the images included in my archive. The act of re-drawing these images into my sketchbook expanded the microsecond of time captured in the photograph into a longer meditation through which details in the photos summoned memories and affect. This exercise challenged the abstract, spectacularized place the toys held in my adult imagination and placed the artifacts back into a context of 211 family, friends and personal history, offering a remedy to the “archive fever” SIMULACRA OF SOCIAL DESIRE that overtook me in early adulthood, when recollecting the physical toys I owned as a child became an obsessive preoccupation. The process by which the mass-produced toys of my youth were translated from mere simulacra into a meaningful personal narrative by employing the same logic of simulation is the general theme this paper explores.
    [Show full text]
  • Designing a High-Resolution, LEGO-Based Microscope for an Educational Setting
    bioRxiv preprint doi: https://doi.org/10.1101/2021.04.11.439311; this version posted April 11, 2021. The copyright holder for this preprint (which was not certified by peer review) is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under aCC-BY 4.0 International license. Designing a high-resolution, LEGO-based microscope for an educational setting Bart E. Vos1,2, Emil Betz Blesa, Timo Betz1,2* 1: Institute of Cell Biology, Center for Molecular Biology of Inflammation, Cells-in-Motion Cluster of Excellence, Münster University, Münster, Germany 2: Third Institute of Physics - Biophysics, Georg August University Göttingen, Göttingen, Germany * [email protected] Abstract Microscopy is an essential tool in many fields of science. However, due to their costs and fragility, the usage of microscopes is limited in classroom settings and nearly absent at home. In this article we present the construction of a microscope using LEGO® bricks and low-cost, easily available lenses. We demonstrate that the obtained magnification and resolution are sufficient to resolve micrometer-sized objects and proposea series of experiments that explore various biophysical principles. Finally, a study with students in the age range of 9 to 13 shows that the understanding of microscopy increases significantly after working with the LEGO microscope. Introduction The invention of microscopy in the seventeenth century by Antoni van Leeuwenhoek was the start of an era of research on the micro-world [1]. Although we know by now what the “little animals” are that he observed, the micro- and nano-world is an inexhaustible topic for biophysical research, and for that the (light) microscope is the instrument of choice.
    [Show full text]
  • Christmas Bureau Distribution Toy Drive Wish List
    CHRISTMAS BUREAU DISTRIBUTION TOY DRIVE WISH LIST Newborn - 2 Years VTech Pull and Sing Puppy Sassy Developmental Bumpy Ball Nuby Octopus Hoopla Bathtime Fun Toys, Purple Mega Bloks Caterpillar Lil' Dump Truck Fisher-Price Rock-a-Stack VTech Touch & Swipe Baby Phone VTech Baby Lil' Critters Moosical Beads Oball Shaker Baby Banana Infant Training Toothbrush and Teether, Yellow Fisher - Pri ce Rattle 'n Rock Maracas, Pink/Purple VTech Busy Learners Activity Cube VTech Musical Rhymes Book Bright Baby colors, abc, & numbers first words (First 100) Bright Starts Grab and Spin Rattle First 100 Words Mega Bloks 80-Piece Big Building Bag, Classic Sassy Wonder Wheel Activity Center First 100 Numbers The First Years Stack Up Cups Baby Einstein Take Along Tunes Musical Toy Nuby IcyBite Keys Teether - BPA Free Girls 2 - 5 Years Boys 2 - 5 Years Melissa & Doug Scratch Art Rainbow Mini Notes (125 ct) Fisher-Price Bright Beats Dance & Move BeatBox With Wooden Stylus Kids Bowling Play Set, Safe Foam Bowling Ball Toy LeapFrog Shapes And Sharing Picnic Basket Fisher-Price Rock-a-Stack and Baby's 1st Blocks Bundle Playkidz My First Purse Little Tikes T-Ball Set Play-Doh Sparkle Compound Collection Mega Bloks Block Scooping Wagon Building Set Red ALEX Toys Rub a Dub Princesses in the Tub VTech Busy Learners Activity Cube Lam Wooden Number Puzzle Board Toy Little Tikes Easy Score Basketball Set Puzzled Alphabet Raised Wooden Puzzle for Children Mega Bloks 80-Piece Big Building Bag Aurora World Fancy Pals Plush Pink Pet Carrier Purse with VTech Sit-to-Stand Learning Walker White Pony LEGO Juniors Batman & Superman vs.
    [Show full text]
  • The Wild Child: Children Are Freaks in Antebellum Novels
    City University of New York (CUNY) CUNY Academic Works All Dissertations, Theses, and Capstone Projects Dissertations, Theses, and Capstone Projects 2013 The Wild Child: Children are Freaks in Antebellum Novels Heathe Bernadette Heim Graduate Center, City University of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/gc_etds/1711 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] The Wild Child: Children are Freaks in Antebellum Novels by Heather Bernadette Heim A dissertation submitted to the Graduate Faculty in English in partial fulfillment of the requirements for the degree of Doctor of Philosophy, The City University of New York 2013 Heim ii Heim © 2013 HEATHER BERNADETTE HEIM All Rights Reserved iii Heim This manuscript has been read and accepted for the Graduate Faculty in English in satisfaction of the Dissertation requirement for the degree of Doctor of Philosophy Hildegard Hoeller_______________________ __________ ______________________________________ Date Chair of Examining Committee Mario DiGangi__________________________ ___________ ______________________________________ Date Executive Officer Hildegard Hoeller______________________________ William P. Kelly_______________________________ Marc Dolan___________________________________ Supervisory Committee THE CITY UNIVERSITY OF NEW YORK iv Heim Abstract The Wild Child: Children are Freaks in Antebellum Novels by Heather Bernadette Heim Advisor: Professor Hildegard Hoeller This dissertation investigates the spectacle of antebellum freak shows and focuses on how Phineas Taylor Barnum’s influence permeates five antebellum novels. The study concerns itself with wild children staged as freaks in Margaret by Sylvester Judd, City Crimes by George Thompson, The Scarlet Letter by Nathaniel Hawthorne, Uncle Tom’s Cabin by Harriet Beecher Stowe and Our Nig by Harriet Wilson.
    [Show full text]
  • Toy Inventor & Designer Guide
    TOY INVENTOR & DESIGNER GUIDE THIRD EDITION 2014 Imagination is the beginning of creation. You imagine what you desire, you will what you imagine and at last you create what you will. George Bernard Shaw Irish dramatist (1856-1950) Toy Inventor and Designer Guide | Second Edition Published: June 2014 | © Toy Industry Association, Inc. Comments on this Guide may be submitted to [email protected] Contents Contents 3 Getting Started 4 Coming Up with a Good Idea 5 Is it a unique and marketable idea? 5 Will it sell? 6 Is it cost-effective? 7 Is it safe? 8 Are you legally protected? 9 Entering the Marketplace 10 Selling Your Idea/Invention to a Toy Manufacturer 10 Manufacture and Distribute the Item Yourself 11 Promoting Your Idea 13 Bringing Your Product to Market 13 What Will Promotion Cost? 13 Join the Toy Industry Association Error! Bookmark not defined. Resources 15 3 Toy Inventor and Designer Guide | Third Edition (2014) © Toy Industry Association, Inc. Getting Started New ideas are the backbone of the toy industry. The need for innovative product is constant. Independent inventors and designers are an important source for new product ideas, but it can be a challenge for them to break into the industry. An original idea ― one that is fully developed to a point where it is presentable in either complete drawings or prototype format ― can be seen and it can be sold. To get started as an inventor or designer of toys or games, it’s wise to make an honest evaluation of your personal circumstances, as well as your invention.
    [Show full text]
  • Stem/Steam Formula for Success
    STEM/STEAM FORMULA FOR SUCCESS The Toy Association STEM/STEAM Formula for Succcess 1 INTRODUCTION In 2017, The Toy Association began to explore two areas of strong member interest: • What is STEM/STEAM and how does it relate to toys? • What makes a good STEM/STEAM toy? PHASE I of this effort tapped into STEM experts and focused on the meaning and messages surrounding STEM and STEAM. To research this segment, The Toy Association reached out to experts from scientific laboratories, research facilities, professional associations, and academic environments. Insights from these thought leaders, who were trailblazers in their respective field of science, technology, engineering, and/or math, inspired a report detailing the concepts of STEM and STEAM (which adds the “A” for art) and how they relate to toys and play. Toys are ideally suited to developing not only the specific skills of science, technology, engineering, and math, but also inspiring children to connect to their artistic and creative abilities. The report, entitled “Decoding STEM/STEAM” can be downloaded at www.toyassociation.org. In PHASE 2 of this effort, The Toy Association set out to define the key unifying characteristics of STEM/STEAM toys. Before diving into the characteristics of STEM/STEAM toys, we wanted to take the pulse of their primary purchaser­­—parents of young children. The “Parents’ Report Card,” is a look inside the hopes, fears, frustrations, and aspirations parents have surrounding STEM careers and STEM/STEAM toys. Lastly, we turned to those who have dedicated their careers to creating toys by tapping into the expertise of Toy Association members.
    [Show full text]
  • Toys and Equipment--Guidelines for Compliance
    TOYS AND EQUIPMENT--GUIDELINES FOR COMPLIANCE Licensing regulations require child care facilities to provide toys, equipment and materials to meet the developmental needs of children enrolled. The toys, equipment and materials must be supplied in number and variety to foster child development in the following areas: I. SMALL MUSCLE DEVELOPMENT II. CREATIVE EXPRESSION III. SENSORY PERCEPTION IV. LANGUAGE SKILLS V. LARGE MUSCLE DEVELOPMENT This list of toys, equipment and materials has been compiled to assist child care providers in complying with licensing regulations. Space has been provided to encourage the use of this list as an inventory tool. Toys, equipment and materials are listed separately for children, infants, toddlers and school-age children to help child care providers meet the special needs of each age group. table blocks nuts and bolts puzzles pounding bench I. SMALL MUSCLE DEVELOPMENT: parquetry/pattern blocks wood working tools lacing shoes on boards pegs and pegboards Toys, equipment and materials in this group will foster the development of take-apart toys beads and strings children's small muscles. constructing and connecting sets nesting toys (i.e., barrels, eggs, measuring spoons) stacking toys (i.e., color stacking discs) paints and brushes modeling clay magic markers yarn play dough with accessories a variety of papers color chalk paste, glue II. CREATIVE EXPRESSION: crayons doll buggy scissors dolls, doll clothes Toys, equipment and materials in this group will encourage children to express fingerpaint doll stroller ideas and feelings and allow them easels doll beds opportunities to imitate adult activities. collage materials small cars and trucks unit blocks and accessories dress-up clothes child sized housekeeping equipment (i.e., broom, dustpan, duster) child-sized housekeeping furniture Empty boxes shape matching games colored cubes magnifying glass balance scales III.
    [Show full text]
  • \\ Investment Highlights Business Description Market Cap. $11.41B P
    Consumer Discretionary Sector, Toy and Game Industry NASDAQ Stock Exchange \\ Hasbro Inc. Date: 04/16/2018 Current Price: $88.26 (04/16/2018) Recommendation: BUY Ticker - NASDAQ: HAS Headquarters: Pawtucket, RI Target Price: $112.69 (27.7% Upside) Investment Highlights Figure 1 – Share Price We recommend a BUY rating for Hasbro Inc. based on a 1-year target price of $112.69 per share. Our target price offers a 27.7% margin of safety based on its closing price of $88.26 on April 16, 2018. The following factors are the main drivers of our investment recommendation: Strong Industry Outlook & Positioning The global Toy and Game industry is poised for consistent growth in both developed and emerging markets, and the Digital Gaming and Entertainment space is expanding rapidly. Hasbro’s brand portfolio and strategy effectively places it at the center of this growth. Brand Storytelling Source: Bloomberg Hasbro’s strongest asset is their ability to tell stories that drive engagement and grow their brands. Its ability to leverage its ecosystem of products, content, and media to create emotional connections and drive engagement make it a standout. Figure 2 – Valuation Weighting Industry Leading Brand Portfolio Base Case Valuation Hasbro possesses an industry leading entertainment and play brand portfolio especially suited to a DCF 50% $ 102.43 broad range of users. Other industry players have struggled with, or have just began creating such Comps 50% $ 122.94 a portfolio. Price Per Share $ 112.69 Margin of Safety @ 88.26 27.7% Effective Multi-Platform Brand Strategy Source: Company Data + Team Analysis Hasbro’s Brand Blueprint and “Share of Life” strategy has allowed it to expand the profitability and earning potential of its brand portfolio by leveraging film, television and digital gaming media in addition to traditional toys and games.
    [Show full text]
  • Corporate Fact Sheet
    Hasbro JUNE 2021 Fact Sheet Senior Management Team Brian Goldner Company Overview Chairman & Chief Executive Officer Hasbro (NASDAQ: HAS) is a global play and entertainment company joined Hasbro in 2000 committed to making the world a better place for all children, fans Darren Throop and families. Hasbro delivers immersive brand experiences for global Chief Executive Officer, eOne audiences through consumer products, including toys and games; joined Hasbro in 2019 entertainment through eOne, its independent studio; and gaming, led Deborah Thomas by the team at Wizards of the Coast, an award-winning developer of Executive Vice President, tabletop and digital games best known for fantasy franchises MAGIC: THE Chief Financial Officer GATHERING and DUNGEONS & DRAGONS. joined Hasbro in 1998 The company’s unparalleled portfolio of approximately 1,500 Kathrin Belliveau brands includes MAGIC: THE GATHERING, NERF, MY LITTLE PONY, Chief Purpose Officer TRANSFORMERS, PLAY-DOH, MONOPOLY, BABY ALIVE, DUNGEONS joined Hasbro in 1997 & DRAGONS, POWER RANGERS, PEPPA PIG and PJ MASKS, as well Chris Cocks as premier partner brands. For the past decade, Hasbro has been President and Chief Operating Officer, consistently recognized for its corporate citizenship, including being Wizards & Digital Gaming named one of the 100 Best Corporate Citizens by 3BL Media and one of joined Hasbro in 2016 the World’s Most Ethical Companies by Ethisphere Institute. Important Michael Hogg business and brand updates are routinely shared on our Investor Executive Vice President,
    [Show full text]