Includes instruction in laptop ideas, info methods, networking, working systems, computer hardware, the Internet, software program applications, help desk ideas and drawback fixing, and ideas of customer service. Toys and video games, key parts of play, have developed from do-it-yourself trinkets to highly engineered gadgets in a multi-billion-dollar business. Students explore the connections between expertise and play, specifically the advantages, drawbacks and moral implications of toy and sport design. Case research allow students to contemplate familial, cultural, sociological, and different influences upon toy and game design during the last century. Through discussion, evaluation and workshops, students move in the direction of designing their very own toy or sport, or modifying an current one.