ICONIC GAMESYEAR 4
TERM 2 · WEEK 5Toy Lab

TERM 2 · WEEK 5

Toy Lab

Year 4 learners inventing plush toys, robots, vehicles and squishies together inside the Toy Lab.

Create the Next Big Thing · Persuasion · Patterns · Design

0 / 7 missions complete
Year 4 learners creating and comparing toy advertising language in a colourful Toy Lab.

ENGLISH

Toy Hype Lab: Persuasive Power Words

01 · Toy Hype Station

Before the Toy Lab can launch a prototype, we need to know how persuasive language works — and how to keep it truthful.

WHAT AM I LEARNING?

Recognise persuasive vocabulary and distinguish checkable facts, persuasive opinions and calls to action in toy advertising.

YOUR MISSION

The Toy Lab is preparing a prototype launch. Sort each line as FACT, PERSUASIVE OPINION or CALL TO ACTION: 'The Robo-Racer has four wheels.' 'This super-fast mini racer is an awesome desk toy.' 'Choose your favourite design today!' Then improve the plain description 'This is a soft squishy toy' by adding two persuasive words without turning an opinion into a fake fact.

Need help? See the steps
TEACH · LEARN THE IDEA

A FACT can be checked. A PERSUASIVE OPINION gives a positive judgement or feeling. A CALL TO ACTION tells the audience what to do next. Strong adverts often use all three. Persuasive words can make a toy sound exciting, but an opinion should not be disguised as a fact.

  1. STEP 1Read each line and ask: could I prove this is true? If yes, it may be a fact.
  2. STEP 2If the line gives a judgement such as awesome, exciting or brilliant, it is probably a persuasive opinion.
  3. STEP 3If the line tells the reader to choose, try, discover or collect something, it is a call to action.
  4. STEP 4Improve the plain description with persuasive vocabulary, then check that any factual claim is still something that could be verified.
PLAY · SORT THE HYPE

Fact, persuasive opinion, or call to action?

Tap a statement, then send it to the category that fits. Use the teaching rule above if you are unsure.

Choose a statement to begin.
Year 4 learners investigating toy adverts, audiences and persuasive clues in the Toy Lab.

ENGLISH

Audience & Persuasion in Adverts

02 · Ad Detective Desk

Toy adverts are designed for a particular audience. Read like an advert detective: work out who the message is for, what it wants them to do and which clues prove your answer.

WHAT AM I LEARNING?

Identify target audience, purpose, persuasive techniques and checkable evidence in a fictional toy advertisement.

YOUR MISSION

Who is this toy advert aimed at, and what evidence tells you that? What does the advert want the audience to do? Identify two persuasive words or phrases, one call to action and one fact that can be checked.

Need help? See the steps
TEACH · LEARN THE IDEA

AUDIENCE means the people an advert is designed for. PURPOSE means what the advert wants that audience to think or do. Look for evidence such as age information, product features, word choices and calls to action. Then separate checkable facts from persuasive language.

  1. STEP 1Read once to understand the toy and its main features.
  2. STEP 2Work out the likely audience and find a specific clue that supports your idea.
  3. STEP 3Identify the advert’s purpose and the action it wants the reader to take.
  4. STEP 4Find persuasive language, a call to action and one fact that could be checked.
  5. STEP 5Use evidence from the advert when you explain your thinking.
AD DETECTIVE

Crack the Squish Crew advert

Find four different clues. Each clue tells you something about the audience, the facts, the persuasive language or the action the advert wants you to take.

NEW PROTOTYPE DROP

MEET THE SQUISH CREW

Choose a Squish Crew creature for your backpack, desk or collection.

Each one is and comes in one of six colourful designs.

The soft, slow-rise foam makes every character .

Heart-shaped squishy toy Star-shaped squishy toy Cupcake-shaped squishy toy Ice-cream-shaped squishy toy

CLUES FOUND

0 / 4 clue types found

○ Audience clue ○ Checkable fact ○ Persuasive language ○ Call to action
Tap highlighted parts of the advert.

READ THE WHOLE ADVERT

MEET THE SQUISH CREW — Choose a pocket-sized Squish Crew creature for your backpack, desk or collection. Each one is 8 cm tall and comes in one of six colourful designs. The soft, slow-rise foam makes every character satisfyingly squishy. Ages 7+. Pick your favourite character and start your crew!

Year 4 learners designing plush toys, robots, vehicles and squishies in a bright prototype studio.

ENGLISH

Create a Persuasive Toy Advert

03 · Launch Studio

YOUR DESIGN JOB: Build a custom toy first, then create the words for its launch advert.

WHAT AM I LEARNING?

Create concise, truthful persuasive copy for a fictional toy, aimed at a clearly identified audience.

YOUR MISSION

Design one fictional toy in the Toy Lab. Choose from a stuffed toy or figure, robot, vehicle toy, or squishy; customise its exact style, colour and optional decorations; then create its launch advert. Include the toy name, target audience, headline, at least one checkable fact or feature, one strong reason the audience might like it, at least three persuasive words or phrases, and a clear call to action. Persuade strongly without pretending an opinion is a fact.

Need help? See the steps
TEACH · LEARN THE IDEA

A strong advert matches its language to a clear audience. It needs an attention-grabbing headline, truthful product facts or features, persuasive reasons, and a call to action. Persuasion should make the product sound appealing without making up facts that cannot be supported.

  1. STEP 1Choose a toy family, exact toy, colour and optional decorations, then name your prototype.
  2. STEP 2Choose the audience you want to reach and decide on at least one checkable fact or feature.
  3. STEP 3Create a headline and a strong reason the audience might like the toy.
  4. STEP 4Add at least three persuasive words or phrases and finish with a clear call to action.
  5. STEP 5Read the advert as your audience: is it clear, convincing and truthful?
CREATE · DESIGN · PERSUADE

Design Your Own Toy

Build the prototype first. Then use your design choices to create a persuasive launch advert. Your finished toy is saved as the target prize for Toy Grabber.

Four Toy Lab categories: figure, robot, vehicle and squishy
FOUR TOY FAMILIESPick one family, then choose the exact toy you want to customise.
1 · Choose a toy family
2 · Pick the exact toy

Choose a toy family first.

3 · Choose a main colour

The colour tint changes your prototype while keeping its original details visible.

4 · Add decorations Choose up to three
5 · Who is your toy for?
Pick persuasive power words Choose up to three
Design the toy first. Then finish the launch message and send your plan to the writing boxes.

NEED TO GET YOUR IDEAS READY?

Choose any way that helps. These are optional — you can always do the whole mission on screen.

ON SCREEN — use the planning boxes below.PEN & PAPER — if you want to, draw or jot your ideas first.SAY IT OUT LOUD — explain your idea to yourself before writing.TALK IT THROUGH — if someone is available, you can talk with a friend, sibling, whānau member or adult.

PRACTISE · Plan it one step at a time

SELF-CHECK · Check your work

This checklist helps you check your work. You do not have to tick every box to submit — the mission check looks at the work you created.

A colourful Toy Lab production line filled with repeated toy groups and growing patterns.

MATHS

Toy Factory Pattern Lab

04 · Prototype Factory

The Toy Factory runs on patterns. Your job is to find the rule before you predict what comes next.

WHAT AM I LEARNING?

Continue growing number patterns, identify and explain the rule, and solve related missing-number equations.

YOUR MISSION

1) A mini-car line packs 5, 10, 15, 20, ? cars. What comes next and what is the rule? 2) Squishy prototype pods grow 3, 6, 12, 24, ?. What comes next and what is the rule? 3) Four display trays hold the same number of mini toys: 4 × ? = 28. 4) Thirty-six toy parts are split into ? equal groups with 6 parts in each group: 36 ÷ ? = 6.

Need help? See the steps
TEACH · LEARN THE IDEA

A PATTERN RULE tells how one term changes into the next. Some patterns grow by adding the same amount each time; others multiply, such as doubling. Test your rule on more than one step. For a missing-number equation, use the inverse operation to check the unknown.

  1. STEP 1Compare neighbouring terms and ask what changed.
  2. STEP 2State the rule in words, such as add 5 or double.
  3. STEP 3Use the rule to find the next term, then test it against the earlier terms.
  4. STEP 4For a missing-number equation, use the related division or multiplication fact to find and check the unknown.
PLAY · PROTOTYPE FACTORY

Run the pattern conveyor

Complete three practice production lines. First predict the next amount, then identify the rule that makes the pattern work.

LINE 1
Mini Bots
4toys8toys12toys16toys?next

What comes next?

What is the rule?

Choose an answer and a rule.
LINE 2
Squish Pods
2toys4toys8toys16toys?next

What comes next?

What is the rule?

Choose an answer and a rule.
LINE 3
Vehicle Kits
6toys12toys18toys24toys?next

What comes next?

What is the rule?

Choose an answer and a rule.
PRODUCTION LINES FIXED0 / 3

PRACTISE & SOLVE · One question at a time

Read → choose a strategy → work it out → check your answer. Correct answers stay correct if another question needs another go.

Year 4 learners arranging toy prototypes into growing display patterns.

MATHS

Build a Growing Toy Display

05 · Display Lab

Now use the pattern rule like a Toy Lab display designer. The display must grow in a way that another person can predict.

WHAT AM I LEARNING?

Represent, continue and explain a growing pattern, then use its rule to predict a later stage.

YOUR MISSION

The Toy Lab launch display uses 3 prototypes in Stage 1, 6 in Stage 2 and 9 in Stage 3. Build or draw Stage 4 and Stage 5, explain the rule that makes the display grow, then use the same rule to predict how many prototypes would be in Stage 10.

Need help? See the steps
TEACH · LEARN THE IDEA

A growing pattern changes in the same organised way from stage to stage. If each stage adds 3 prototypes, you can continue the pattern by adding 3 again and use the same rule to predict later stages.

  1. STEP 1Write the first three stage totals: 3, 6, 9.
  2. STEP 2Find the change from one stage to the next and state the rule.
  3. STEP 3Use the rule to build or draw Stage 4 and Stage 5.
  4. STEP 4Keep applying the same rule to predict Stage 10, then explain your thinking clearly.
BUILD · TEST · PREDICT

Growing Toy Display Challenge

The launch display grows by 3 prototypes every stage. Build the target amount instead of only typing an answer.

CURRENT TARGET

Stage 4

How many prototypes should be on display?

PROTOTYPES0
Build Stage 4. Start from zero and add groups of 3.
Stage 4Stage 5Stage 10
Year 4 learners playing a bright claw machine filled with Toy Lab prizes.

Toy Grabber

06 · Toy Arcade
GAME BREAK

Your custom toy is now hidden inside Toy Grabber. Find the matching prize, move the claw left or right until it is lined up, then drop the claw. Win your target toy to complete the Game Break.

ICONIC ARCADE · TERM 2 · WEEK 5

Toy Grabber

Play first · themed challenge · touch friendly
TOY GRABBERUse the joystick to line up the claw, then press the glowing button.
DROPS LEFT3
PRIZEFIND IT
HOW TO PLAYChoose a toy, line up the claw, then grab it!
📱
PHONE / TABLET

Tap the left or right side of the joystick to move. Press the yellow button to drop the claw.

🖱️
COMPUTER

Click the left or right side of the joystick, then click the yellow button to drop.

⌨️
KEYBOARD

Use ← and → to move. Press Space or Enter to drop the claw.

3 drops each round. Pick any prize from the list. Use PLAY AGAIN or RESET GAME whenever you want another go.

YOUR TARGET PRIZE Your Toy Lab Prize Choose any toy from the prize list.
Teal and gold Toy Grabber claw machine
PRIZE CHUTE
Choose a prize, move the claw with the joystick, then press the yellow button.
Choose a challenge to begin.
Year 4 learners reflecting on their Toy Lab designs, adverts and pattern learning.

Week 5 Check In

07 · Lab Debrief

Think back over the Toy Lab missions and notice what you can now explain for yourself.

WHAT AM I LEARNING?

Reflect on persuasive language, audience, advertising choices and growing-pattern rules used in Toy Lab.

YOUR MISSION

Choose: Mostly by myself / Some help / Another go. Then finish: 'One thing I can explain now is…' Try an example about facts, persuasive opinions, calls to action, target audience or a growing-pattern rule.

Need help? See the steps
TEACH · LEARN THE IDEA

Reflection helps you recognise what you understand, where you used help and what would be useful to practise again.

  1. STEP 1Choose how the week felt.
  2. STEP 2Name one idea you can explain now, such as audience, persuasive language or a growing-pattern rule.

How did this week feel?

There are no right or wrong answers. Choose what feels true for you.

YEAR 4 HOMEWORK CLUB

Your Year 4 progress

Your work saves on this device.

Recommended next: Term 1, Week 1 →