Osmo uses iPad apps as well as tangible pieces that users interact with, such as tangram shapes, numbers, letters, drawings, and coding blocks. Using an Osmo means that screen time includes social, physical, and interactive elements. It works well as a partner or small group activity. For information about some of the different apps, see the list below the videos and lesson links.
Students arrange tangible puzzle pieces into matching on-screen shapes. Great for spatial recognition, analyzing a picture and recreating it, patterns, and more. After completing the form one time, the next time the tangram shapes are black instead of colored to make it more difficult.
Students manipulate letter tiles to spell words to match the picture on the screen. In the junior version, just the beginning letter is missing, and in the regular version, letters need to be chosen for the whole word. As users progress to higher levels, the words and concepts represented in the pictures get much more difficult. Teachers can also create albums and customize words to get kids interacting with class material in an exciting and engaging way.
Students draw on paper (or a whiteboard) or use real objects to deflect little balls that drop from the top of the screen. The goal is to get the balls to reach various targets. There are 60 levels, but you can play any unlocked level.
Students can put a paper or whiteboard in front of the iPad and select a picture to draw. The paper and the student's hands are mirrored on the screen and the user draws the image by looking at the lines on the screen. They can also take a photo or image from the web and make that into a line drawing to draw. Afterwards, a quick stop-motion video shows their drawing process.
Coding Awbie uses block coding with actual block pieces to teach logic skills and problem solving.
Students can compose their own music by arranging Osmo’s coding blocks into patterns and sequences.