The district in which I work, lately has been the lucky recipient of a variety of new technology tools to integrate into the classroom setting. One of the tools taking a few elementary and special education classrooms by storm is OSMO. OSMO is a gaming accessory that is compatible with the full line of Apple iPads that have cameras in conjunction with specific free apps that get downloaded to support the hands-on play. OSMO promotes gaming for students aged 4-12 in the areas of creative problem-solving, art, STEM, and the Common Core curriculum standards. Additionally, OSMO supports a variety of languages too.
There is a little upfront set-up needed before OSMO can be actively used in a classroom setting. An adult must go to www.playosmo.com/start on the iPad designated as the classroom OSMO gaming system to begin the set-up process. Critical to the set-up process is writing down the activation code to link the account with the downloaded games. From there, the gaming base needs to get attached to the iPad as well as the red reflector that sits on top of the iPad camera. The last step in the process, is to select a Classroom (or teacher) avatar and create student profiles if there is a desire to track student progress down the road.
The OSMO gaming system offers a variety of games including Tangram, Words, Newton, Masterpiece, Numbers, Coding, Monster, and Pizza Co. Access to these games depends on what kits or games were purchased. Each OSMO game has a set of specific educational skills on which students can work in small collaborative groups (pairs preferred) or independently if tracking student usage and levels achieved is desired. With the Pizza Co. game, OSMO teaches students about real-world math, money, fractions and non-verbal communication skills. Whereas, the OSMO Numbers game focuses on teaching counting, addition and multiplication as outlined by the Common Core standards. Given my district’s push to include coding in the K-3 classrooms, I can see the OSMO Coding game challenging students to work in collaborative pairs to construct code and conquer a tree-shaking, strawberry-munching adventure.
In eLearning educational gaming terms, OSMO would be considered more of a game-based learning tool because it is tied directly to curriculum and teaches specific skills, as well as providing students with the opportunity to practice and acquire new skills in a fun and engaging way. Furthermore, using the SAMR model to evaluate OSMO’s impact in the teaching and learning process, this gaming system would hover on the lower half of the SAMR model between the Substitution and Augmentation levels depending on how the lesson or groups of lessons are constructed around this technology tool. The OSMO gaming system would make a great addition to any K-5 classroom and can be implemented as an independent workstation because it is very intuitive to the end-users, and won’t require too much troubleshooting. In fact, OSMO might become your virtual teaching assistant! To see OSMO in action, take a look at a couple of videos teachers in my district have created.