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Week 3 - Osmo

amandalynch6

Osmo is an interactive learning experience that uses games to promote creativity and cognitive development. “Osmo merges tactile exploration with innovative technology, actively engaging children in the learning process.” (Osmo, 2023). In tutorials, we explored Osmo Pizza Co and Osmo Newton. All games include a physical aspect that links with a tablet or personal device that allows interactive learning.

Osmo Pizza Co allows students to run a virtual pizza shop by taking orders, making pizzas and taking payment. A key learning area in the NSW K-10 mathematics syllabus is Financial Mathematics which involves students understanding money and being able to give correct change, using the correct language and measurements (NESA, 2019). Osmo Pizza Co requires students to serve a customer and have to cook their orders and accept payment, giving correct change. Serving the customers aligns with the English key learning areas in the K-10 syllabus as the activity requires students to communicate, read and write to take orders with receipts (NESA, 2010). Service a customer provides the opportunity for students to receive feedback when incorrect with the toppings of the pizza or the change handed out, which aligns with a behavioural pedagogical approach (Woolard, 2010). Constructivist pedagogy emphasizes learning to be an active process in which students use their own experiences to construct an understanding of the world. Students are achieving this as they use physical pizza ingredients to construct a pizza that matches the order of the virtual customer and then accept payment and provide change. The pizza shop simulation allows students to learn financial literacy, and decision-making and relate content to real-world situations.

Osmo Newton uses blocks to solve problems that include concepts of gravity. Gravity is a key learning area in Stage 3 in Science and Technology “describing and exploring specific forces…gravity” (NESA, 2017). When using Osmo Newton, students design and test prototypes whilst problem-solving to ensure the balls are trajected in the correct direction to hit the target. Contact and non-contact forces are explored throughout all stages of primary school in Science and Technology (NESA, 2017) and this activity is a hands-on way for students to visibly see the force of gravity that occurs. This technology allows students to problem-solve through trial and error. Osmo games are designed for students to learn through experience and interact with their environment.

Osmo Pizza CO however does not use Australian currency which limits the technologies success when used by students. Primary students’ focus in financial mathematics is on the Australian dollar and how to use the correct terminology for suitable notes and coins. This game adds to the confusion of already unfamiliar language as the coins and notes do not align with the Australian dollar. Augmented reality is a costly technology in many forms that is not accessible to all students and schools (Kakkar, 2020). AR can also be very confusing and difficult to use and as teachers are outnumbered by students which limits time for one-on-one help, there leaves room for wasted time with students unsure of how to use the technology and complete the activity.


References

Kakkar, R. (2020, July 25). Pros and cons of virtual and augmented learning experiences. YourStory.com. Retrieved March 26, 2023, from https://yourstory.com/2020/07/pros-cons-virtual-augmented-learning-experiences


NSW Education Standard Authority. (2012). English K - 10 Syllabus. Nsw.edu.au https://educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/english-year-10/english-k-10


NSW Education Standard Authority. (2019). Mathematics K - 10 Syllabus. Nsw.edu.au https://educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/mathematics/mathematics-k-10


NSW Education Standards Authority. (2017). Science and Technology K–60 NSW education standards. Nsw.edu.au https://educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/science/science-and-technology-k-6-new-syllabus


Osmo. (2023). Play Osmo. Retrieved from https://www.playosmo.com/en/


Wollard, J. (2010). Psychology for the classroom: Behaviourism. Routledge.

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