- Space Robot
ANYTHING CAN HAPPEN when the galaxy’s finest anthropologists, Liftor and Space Robot, crash land their rocketship into a dingy junk shop on planet earth.
Af ter enlisting the store’s hapless human owner, Curtis, to repair the ship things take a turn for the weirder when they discover the universe’s standardized media format is VHS tapes – and the rocket is full of them!
With access to the rocketship’s vast databank of galaxy spanning content, Curtis is able to breathe new life into his business by renting movies from the farthest reaches of the cosmos to the customer’s in his neighbourhod.
The unlikely trio quickly learn valuable lessons about each other and the people around them as they set course for discovery and creativity in this retro-future adventure!
STYLE AND TONE
Anything Can Happen! lives up to its name by combining the zaniness of the Muppet Show with the can-do spirit of MacGyver. No opportunity is wasted to create an inventive contraption, figure out how something works or crack wise with an insight ful local expert to learn something new.
A host of puppet and human characters come to life in the colourful neighbourhood as the ‘Bots get busy trying to catalog their new surroundings while also figuring out how to fix their marooned ship
Every episode of Anything Can Happen! is packed with the highest possible education and emotional outcomes possible!
In consultation with clinical psychologists and childhood educators stories will target goals such as:
•Inclusion / Lessons on understanding bias and developing emotional empathy towards others are easier to convey through the use of characters with no fixed definition of race or gender (yay robots!)
•STEAM Education / Combining the technical with the creative is critical for developing curiousity and encouraging critical thinking in children.
•Divergent Thinking / Working with others and exploring multiple methods of solving a problem is one of the most important skills young learners can develop. Curtis and the ‘Bots always model this behaviour for viewers as they rapidly prototype inventions, learn from mistakes and look to develop unconventional solutions to their problems.