
In homes and classrooms across the globe, educational toys are getting smarter. These aren’t the alphabet blocks or wind-up dinosaurs of decades past. Today’s EdTech toys are connected, sensor-packed, and software-powered. They promise to turn screen time into learning time, blurring the line between play and pedagogy.
As families grapple with how to raise digitally literate kids without overwhelming them with devices, EdTech toys offer a middle ground. They're fun, often collaborative, and, most importantly, they’re designed to teach.
What Makes a Toy “EdTech”?
EdTech toys are educational tools embedded with technology. That might include motion sensors, AI, touch screens, or app integrations. But the technology isn’t the point, the learning is. A coding robot that reacts to drawn commands, or a tablet-connected game that teaches fractions through puzzles, fits this model.
Unlike passive entertainment, these toys require kids to interact, solve problems, and sometimes even build or program. The best ones offer feedback loops: kids try something, get results, and adjust.
A Market on the Rise
The U.S. educational toy market reached an estimated $12.2 billion in 2023. Analysts expect annual growth over 10% through the end of the decade, driven by STEM-focused parents and digitally fluent kids.
Roughly one in four households now owns a learning-focused toy with a digital component. A 2022 survey from The Toy Association found that 71% of parents said they actively seek out toys that support academic skills or developmental goals.
COVID-19 also accelerated the trend. With more learning happening at home, parents turned to tech-infused toys to reinforce reading, math, and problem-solving. Even as classrooms have reopened, interest in these products has stuck.

Standout Brands and Innovations
Several brands are leading the charge, each with a unique approach:
- Osmo: Designed for kids ages 3–10, Osmo’s iPad-based games use physical pieces that interact with the screen via a mirror attachment. Games target math, reading, drawing, and even basic coding. Its hybrid design appeals to parents wary of too much screen time.
- LEGO Education: Kits like LEGO Spike or Mindstorms blend building with programming. Kids construct robots or mechanical devices and then use drag-and-drop code to animate them, introducing principles of logic, cause-effect, and iteration.
- Kano: Known for its build-your-own computer kits, Kano helps kids understand what’s inside their devices, and how to shape them. The brand has expanded into creative coding, offering projects that teach music mixing, game design, and simple animations.
- Sphero: These programmable robot balls teach coding through motion. Students can guide Sphero devices through mazes, obstacle courses, or group challenges. Sphero products are widely used in classrooms thanks to their hands-on and collaborative potential. Other notable players include SmartLab, Snap Circuits, and Tacto, each building on the idea that playtime can also be brain time.

The Pedagogy Behind the Tech
Most EdTech toys are built around active learning theory. Rather than passively watching or listening, kids learn best when they manipulate objects, ask questions, and receive instant feedback. These toys often incorporate:
- Gamified learning: Kids unlock levels, earn badges, or complete missions while learning. The challenge-reward cycle keeps them engaged.
- Project-based interaction: Toys like Kano or LEGO ask children to build something and then experiment with how it behaves, reinforcing trial-and-error thinking.
- Multisensory inputs: Physical touch, sound cues, visual animations, and speech recognition combine to reinforce memory and comprehension.
The goal isn’t just to teach content, but to foster curiosity, confidence, and creative problem-solving.
Learning vs. Entertainment: A Cultural Tension
The digital divide between adults and children is often blurred. Parents tell their kids to put the tablet away while checking their own phones for emails, games, or social feeds. Many parents game themselves, whether casually or seriously.
This dynamic sometimes shows up in amusing contradictions. A parent might limit their child’s app usage while spending hours each week on a fantasy sports app, or even mobile casino-style games.
One mom from a focus group noted the irony. “I don’t want my daughter glued to her tablet all day, but I’ll admit I unwind with WinBetZillo every night after she’s asleep. We’re all trying to find balance.”
That tension is real: trying to guide a child’s digital diet while managing your own. It adds complexity to the conversation around educational technology, especially when both generations are navigating the same devices in different ways.
Benefits Observed in Early Studies
While long-term academic impact is still under review, early studies are promising. One research brief from MIT’s Playful Learning Lab found that students using programmable robots for just 30 minutes per week showed improvements in spatial reasoning and sequencing.
A similar study in New Jersey elementary schools found that children using Osmo’s math games outperformed a control group on fraction comprehension after four weeks.
Teachers also report increased classroom participation when tech toys are involved. They provide a form of differentiated instruction, allowing students to progress at their own pace, make mistakes safely, and often collaborate in small groups.

Parental Enthusiasm and Worries
Most parents welcome anything that combines fun with learning. For many, EdTech toys feel like the perfect compromise between enrichment and entertainment. Instead of zoning out with cartoons, their kids are solving puzzles or building simple machines.
But concerns persist, especially around:
- Screen time: Even if a game is educational, it still involves a screen. Parents struggle to draw the line between “productive” and “excessive” use.
- Privacy: Many smart toys connect to the cloud or require accounts. Parents worry about what data is being collected, and who has access.
- Tech dependency: Some educators worry that if children only engage when tech is involved, they may lose interest in traditional learning or social play.
Despite this, surveys suggest most parents are willing to adopt EdTech toys, provided there are time limits and transparent privacy practices in place.
Pressing the Play Button to Learn
EdTech toys aren’t a gimmick. When thoughtfully designed, they provide real learning value while still being fun. They bridge a gap between what kids want (play) and what adults hope for (growth).
As the technology improves and more data becomes available, parents will be better equipped to choose tools that align with their values. For now, moderation and mindful use seem to be the best policy. Play is still the work of childhood, and with smart toys, it’s becoming smarter work than ever.