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Hands-On Learning Experiences With Osmo

OSMO Coding Game and Tablet

The Osmo range features some of my favourite classroom resources for introducing coding and integrating technology across multiple key learning areas. Today I’m going to share with you the top five things I love about Osmo. Read along to find top-rated products and resources that my students and I love to use in our classroom.

 

Literacy & Numeracy Integration

Osmo has a large range of apps that cater to English and mathematics curriculum links as well as literacy and numeracy general capabilities. I began my Osmo journey with the Genius Starter Kit (ages 6-10), which allowed me to explore apps such as Osmo Words, Osmo Numbers and five other great programs. The Genius Starter Kit encourages versatile use of accessories across multiple apps and allows students to explore concepts they are developing whilst extending their understanding to new settings. Purchasing the Genius Starter Kit provided me with opportunities to explore various accessories such as the word tiles, number tiles and tangram pieces. It was as simple as unpacking the box and downloading the app!

OSMO Starter Kit and tablet on white background

The Osmo Words app has been a crowd favourite in my learning space and fantastic for promoting letter recognition, decoding and spelling rules across various age groups. Students can work alongside a computer guide or challenge their friends to a multiplayer competition. Adjusting the ability level has allowed flexible use of the product across various users and their needs. The Osmo accessories can be purchased separately and the Osmo support team can quite often generously provide replacements. No one likes missing pieces, right?

 

OSMO Word game and Tablet on carpet

 

The Osmo Math Wizard series (ages 6-8) has been recently launched, which focuses on place value and measurement concepts within the mathematics curriculum. These new additions to the Osmo range provide engaging ways to promote fluencies within these concept areas. Both programs include interactive guides, printed student workbooks, sturdy game pieces, storage solutions and game-based learning opportunities. The Osmo reflector and the interactive guide provides feedback to the child on their place value and measurement work. This app enables multiple users to create accounts which allows for the product to be used by a classroom shared audience.

 

OSMO Math Wizard Place Value game on carpet OSMO Math Wizard Measurement game on carpet

 

The Osmo range includes various other apps such as Osmo Kaleidoscope and Osmo Tangram, which assist in promoting discrete parts of the mathematics curriculum or combining the ICT General Capability and Numeracy General Capability in your play-based learning experiences.

 

Projector App

The Osmo Projector app was launched during peak COVID-19 home learning in Australia. Responding to urgent requests from educators seeking the right tool to teach in an online or remote learning environment, Osmo created this free app to use in conjunction with the Osmo base and reflector. The app allows educators to scribe on whiteboards, worksheets or manipulate objects in front of the reflector and base, and the iPad will display this in the correct orientation for viewers. When combined with online conferencing platforms such as Zoom or by using AirPlay to stream from your device to LED displays in the classroom, this provides an innovative way to use your iPad as a projector for face-to-face and virtual learning.

 

OSMO Projector app with Tablet on school desk

 

In my classroom, I AirPlay my iPad to my Macbook which is displayed on my LED TV screen. I use the Projector app to illustrate sequencing concepts such as arrows and patterns from my work station, allowing all students to view this live-action while I’m modelling a lesson to the class. A benefit to this app is that you can screen record your learning experience and upload it to online portfolios or live cast during online conferencing.

 

Coding Starter Kit

The Osmo Coding Starter Kit (ages 5-10) provides users with access to the Osmo Coding Awbie, Osmo Coding Jam and Osmo Coding Duo apps. These hands-on learning apps provide various ways to access the Digital Technologies curriculum concepts of directional sequencing, algorithms and abstraction. This kit provides fabulous introductory and intermediate learning opportunities with self-paced programs and built-in computer support guides. With a mix between structured learning tasks and free-play opportunities, the Coding Starter Kit is a go-to product of mine as a Specialist Digital Technologies teacher. Plus, if the students are begging to use them at lunch time- the resources must be fairly awesome!

 

    • OSMO Coding Jam Game and Tablet on desk in classroomOsmo Coding Awbie Game and Tablet on carpet

 

I use these resources in my Digital Technologies lessons, lunch-time coding clubs and before/after school at the students’ requests. To introduce the activities, I model and co-complete tasks with the students first and then allow them to continue to complete the programs independently. After a couple of structured lessons, my students can now access this resource as an independent activity as a fast-finisher task.

 

Osmo Pizza Co.

The Osmo Pizza Co. Game is easily my personal favourite game to play using the Osmo base and reflector. Have you ever watched a child play a game where you are itching to move them aside so that you can have a go? You will feel that way with this game. The premise of the game is to serve customers in a pizza shop by taking orders then preparing and presenting pizzas to the customers. Additional curriculum links can be made to financial mathematics as the user is also responsible for billing the customers at the end of their visit. As the timer counts down and the customer lines grow longer, you’ll find your competitive side shines as you succeed as a virtual small business pizza shop owner.

OSMO Pizza Co Game and tablet on white background

 

Storage

Storage! The thing that makes almost every educator’s heart sing. Osmo considers their storage to make it easy for students and teachers alike to grab-and-go with their products. Every accessory and starter kit comes in durable storage solutions that allow every piece to have its own home. As someone who owns various Osmo kits, I organise the storage containers into a large plastic container so students know exactly how to access the resources when needed. The items stack together neatly and come with clear, colour-coordinated labels which means even my youngest students can find what they’re looking for and pack them away efficiently.

 

    • OSMO open storage containers birds eye viewOsmo games and storage containers on floor

 

There you have it! My top five favourite things about the Osmo range! Osmo has made a positive difference in my classroom and has been a fantastic way to easily and efficiently integrate technology across multiple key learning areas.

Featured Products:

Osmo Genius Starter Kit

Osmo Coding Starter Kit

Osmo Pizza Co. Starter Kit

 

About the Author

Taylor is a Specialist Digital Technologies Teacher. In her five years of teaching, she has found a passion for integrating a range of technologies into her classroom and strives to share these experiences with those around her. Follow Taylor along in her teaching journey on Instagram @taylorteachestech

 

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Keep Children Active While At Home

Staying Active at Home_ girl and boy crossing midline on floor

To help children to achieve their 180 minutes of physical activity per day (as recommended by the Department of Health), spread out their active play and gross motor activities across small time increments throughout the day.

In this blog, written by Robyn Papworth, an accredited Exercise Physiologist, Masters qualified Development Educator and mother of three we show you a few ways on how to keep children active while indoors.

Staying Active at Home Girl following numbered path activity

My oldest daughter set out this path (as pictured above) and challenged her brother to join in. The motor skills that both children mastered during this obstacle path included:

    • leg strength;
    • core strength;
    • balance;
    • spatial awareness;
    • fundamental movement skills;
    • coordination, and;
    • fitness.

Other activities that you can do at home to increase children’s physical activity include:

Throwing and catching a ball on the spot

Staying Active at Home girl on obstical course throwing large ball

In these images you can see my daughter throwing and catching with a large ball, while my son was throwing and catching with one hand using a tennis ball.

Staying Active at Home boy on obstical course throwing small ball

Start children with throwing and catching a large ball using two hands. Once they master this skill and become confident with throwing and catching, then progress children to throwing and catching a tennis ball with two hands, to next progressing to throwing and catching a tennis ball with one hand.

 

Walking heel-to-toe along the line

Staying Active at Home. Girl walking heel toe along arrows on floor

Set up a track using these floor markers (as pictured) or use masking tape. Encourage children to firstly walk in a heel-to-toe (tight rope) action along the line. Then, once children become confident with walking heel-to-toe along the line, increase the challenge by:

        • Hopping along the line
        • Jumping with both feet along the line
        • Side stepping along the line
        • Walking along the line while balancing a bean bag on your head (as pictured)

Combining physical and numeracy skills

Staying Active at Home. Girl exploring numeracy activity throwing numbered beanbags on numbered squares

      • In the activity shown above, you can encourage children to throw a numbered bean bag onto the matching numbered floor marker. This activity is great for improving children’s number recognition as well as throwing skills.
      • I extended this activity further for my older Grade 2 children by giving them a bean bag activity called ‘Friends of 10’. For example, children looked at the number that was on their numbered bean bag (e.g. 8), and then they had to throw the bean bag at the number 8’s ‘friend’ to make the number 10, which is the number 2 floor marker.
      • The children enjoyed this numeracy bean bag activity far more than just sitting at the table doing a maths worksheet.

 

Crossing the midline challenge

  • An important motor skill that we all need is called ‘crossing the midline’. Crossing the midline skills give our body the ability to coordinate one side of our body while being positioned on the opposite side of the body. For example, we use crossing the midline skills to write our name with our right hand on the left-hand side of a piece of paper. We also use crossing the midline skills when we hit a ball with our left hand on the right-hand side of our body, or when we pull our jumper on and off, using our right hand to help our left arm get out of our jumper.

Staying Active at Home_girl and boy crossing midline

  • These two crossing the midline exercises  help children to practise moving one side of the body to the opposite side of the body by tapping their right foot onto the coloured square floor marker on the left-hand side of their body, then tapping their left foot onto the coloured square floor marker on the right-hand side of their body.

Staying Active at Home_ girl and boy crossing midline on floor

  • We increase the challenge for children by having them cross the midline with their hands, while holding a ‘plank position’ as pictured above. During this activity children need to use their core strength to keep their torso straight. Their knees are under their hips and their hands are under their shoulders so that they have a straight back (like a table).
  • Ask children to tap their right hand onto the marker that is on the left-hand side of their body, then tap their left hand onto the marker that is on the right-hand side of their body.
  • The children will be strengthening their crossing the midline skills, as well as their shoulder stabilisation, wrist extension and hip stabilisation skills. All of these skills are important for developing their gross motor skills, as well as their fine motor skills.

 

Hopscotch

Boy playing numbered hopscotch on carpet

      • Every child loves hopscotch. Even us big kids love hopscotch!
      • Encourage the children to set out the numbered floor markers into the hopscotch configuration.
      • Have children complete the hopscotch path as normal. Or add a bean bag throwing element into this activity by having children throw a bean bag onto a number, then skip that number as they jump and hop past.
      • You can also place the numbered floor markers further apart to increase the jumping and hopping challenge for older children.
      • If you don’t have the numbered floor markers, simply draw the hopscotch configuration on concrete with chalk.

 

How do you keep kids active at home, we’d love to hear from you?

 

Featured products:

Shapes & Numbers Toss Mat & Bean Bag Kit

Floor Markers Set

 

About the Author
Robyn Papworth is an accredited Exercise Physiologist, Masters qualified Development Educator, mother of three children, and a passionate advocate for children who have learning difficulties and developmental delay. When you follow Robyn on her social media challenges, you will quickly be introduced to her son Hugh who was born with developmental delay and has been Robyn’s motivator for establishing her business Play Move Improve.
With more than 10 years of experience as an Exercise Physiologist, Robyn designs and implements play strategies and motor skills programs that help children achieve developmental milestones, such as rolling, crawling, manipulating objects, walking, skipping and balancing.
Through valuable play strategies and movement routines, Robyn uses her expertise and creativity to ensure children work towards mastering the crucial skills that lay the foundation for participation in both school and life, such as handwriting, doing up buttons, participating in physical activity and other fine motor skills.

 

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Screen-free STEAM Games

Cyber Attack game extreme close up

The skills of problem solving, critical thinking and creativity can be taught through STEAM learning experiences using robots, apps and technological gadgets, but how can we continue to provide children with opportunities to develop these STEAM skills without needing to use these technologies?

In this blog, we explore five games that support STEAM learning that can be conducted at home or school that do not involve technology or screen time.

 

ThinkFun – Code Programming Game Series

Age: 8+
Players: Single or collaborative game play
40+ challenges per game

The Code Programming Game Series contains three games that were created by Mark Engleberg, a teacher and former programmer for NASA. These games are designed to build the skills needed to learn key coding concepts. They allow students to work through over 40 challenges from beginner to expert level. Each of these games develops students’ understanding of problem solving and computational thinking. All three games in this collection are screen-free, unplugged coding experiences.

Featured Products:

ThinkFun – Code Programming Game Series

 

On the Brink

On the Brink Coding Game challenge booklet and box spead out on table

On the Brink teaches procedures and problem solving skills through its single or multi-player game. The aim of the game is to use your problem solving skills to program the robot to move along the different game boards using the coloured control panel and movement cards. Each panel on the control panel has space for two movement cards which you need to program to move the robot from start to finish.

On the Brink Coding Game. Movement Cards spread out on table

The game includes:

    • Challenge booklet
    • Instructions booklet
    • Movement cards (grey = beginner, yellow = advanced)
    • Control panel
    • Robot character

 

Featured Product:

On the Brink

ThinkFun – Code Programming Game Series

 

 

Rover Control

Rover Control game spread and box on table

Rover Control teaches control structures and problem solving skills through its single or multiplayer game. The aim of the game is to move the rover from start to finish. The rover can only be programmed to travel on the coloured paths. The game board has been wiped off the coloured paths, and players must use the clues to redesign the path and program the robot character to move it from start to finish for each mission.

Rover Control Game on desk

The game includes:

    • Challenge booklet
    • Instructions booklet
    • Solution booklet
    • Game boards – Terrain cards x 4 (beginner, intermediate, advanced and expert)
    • Whiteboard markers with erasers (red, green, blue)
    • 2 x rovers (yellow, purple)
    • Tokens that include (charging station, data upload, and rover start and end discs)

 

Featured Product:

 Rover Control

ThinkFun – Code Programming Game Series

 

 

Robot Repair

Robot Repair Game on on table

Robot Repair teaches logic principles which are a key part of programming. The aim of the game is to fix the four broken robots by connecting colours and wires on each of the game cards through the clues given on each mission challenge.

This game includes:

    • Challenge booklet
    • Instruction manual
    • Solutions booklet
    • Game boards
    • Tokens (power cells, on/off and true/false)

Featured Product: 

Robot Repair Game

ThinkFun – Code Programming Game Series

 


Pixel Plezier

Pixel Plezier game box on table

Age: 5+
Players: Single or pairs

Pixel Plezier is a puzzle game that helps students develop their understanding of binary code by creating pixel characters. Binary code represents text, computer processor instructions and any other data using a two-symbol number system consisting of ‘0’ and ‘1’ from the binary number system.

 

Pixel Plezier game complete set on table

Within the kit there are 8 puzzles to create and solve. This is a great activity to have students complete on their own or working collaboratively in pairs. Each kit contains 8 puzzles and 4 coding mats (2 boards 7×7 and 2 boards 6×6).

Extension
Using this template, students can extend this game by creating their own Pixel binary code for others to solve.

Download: Pixel Plezier Template

Featured Product: 

Pixel Plezier

 

Cyber Attack Board Game

Cyber Attack game box and board on table

Age: 6+
Players: 2-4

The Cyber Attack Board Game supports students in developing their understanding of cyber safety and how to act and behave online. It follows the format of traditional board games with question cards related to digital problems that students may encounter online. If students get the answer correct they can either proceed forwards two places in the game or can move an opponent back two places. If they get an answer incorrect they move two places back.

Cyber Attack game close up

Extension
This game can be extended by having students create their own question cards. This personalises the game, particularly if you have certain rules at school or home related to using a device and how to act and behave online.

Featured Product:

Cyber Attack Game

 

About the author

Eleni Kyritsis is an award winning Year 3 teacher and Leader of Curriculum and innovation from Melbourne, Australia. Eleni facilitates professional learning workshops around the world that focus on unleashing creativity and curiosity in classrooms. You can contact her at elenikyritis.com and @misskyritsis

 

 Featured Products: 

ThinkFun – Code Programming Game Series

On the Brink

Rover Control

Robot Repair Game

Pixel Plezier

Cyber Attack Game

 

 

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