Innovative Technology for Primary/Junior classrooms
What is Osmo?
Osmo is an interactive accessory used for iPads that enables digital and physical play at the same time. Osmo enables the iPad and iPhone to merge physical play with the technological advantages of real-time feedback. Playing beyond the screen invites students to collaborate on tables or floors while manipulating tangible game pieces such as number tiles, letter tiles, and coding blocks.
Students will strengthen their skills of collaboration with their peers as it encourages interaction, allowing for the development of social-emotional skills. Students learn by engaging, and with Osmo, teachers are also able to support open-ended interaction and learning through exploration. Students will strengthen their communication skills as they work together to solve challenges as a team in each app. Osmo helps build social and emotional understanding, empathy in recognizing different strengths of others and using their skills to become leaders. Osmo incorporates unlimited solutions to encourage students to think of endless possibilities. With different materials, Osmo supports hands-on activities to problem solve and work on skill development. Each app offers different levels of difficulty to best suit each child's level of strengths and to build on that strength to go to the next level.
Osmo offers a variety of lesson plans for teachers as well to be a co-learner with children when exploring different apps including;
Writing - Students will learn to write their names and can also trace individual letters of their names by using the print uppercase and lowercase letter templates in the Misc. gallery of Masterpiece.
Shapes- Familiarizing students with shapes, colors, and puzzles.
Phonics 1- Students will learn to identify, pronounce, and spell basic words with the short letter 'A'
Phonics 2 - Students will learn to pronounce, and spell 4-letter words with the short letter 'A'
Numbers – Children will learn their number words, while reinforcing the skills of counting sets to 10. The student will look at the number word, count the set and answer Y for Yes if the set matches the number word or N for No if the set does not match the number word. The sentences are predictable and use the sight words I and see. This Osmo game acts as an emergent reader! Integrating Language Arts, Math and Technology in one game!
What is needed?
- iPad base
- Reflector
- Games: Number tiles, Word tiles, Tangram tiles, and Masterpiece
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