The Genius Kit also comes with the following games, and users must download five (free!) apps in order to play:
1. Tangram--Players use the seven colorful wooden game pieces to complete puzzles on the screen. There are over 600 puzzles with varying degrees of difficulty so that students from K-6th can play. Okay, even I have been challenged by some of the puzzles!
can help students with spatial relations, cause and effect, and problem-solving skills.
There are four levels of difficulty, so students from ages 5-12 can play on their level. Honestly, I've even been stumped on the "Impossible" category! This game really encourages outside-the-box thinking because the picture may represent a noun, adjective, or adverb. It can get a little tricky! Students use the provided letter tiles and slide them in front of the iPad to correctly spell words. This can be done individually, cooperatively, or in a Versus mode.
Here are a couple clips of my students playing in Versus Mode.
4. Numbers--This fun, aquatic-themed math game provides practice for several math skills: number recognition, addition, subtraction, multiplication, ordering numbers, and creating equations. There are multiple ways to solve each puzzle and students are given immediate feedback. The math challenges become increasingly complex the longer one plays. Osmo has partnered with Houghton Mifflin Harcourt in order to make Numbers compatible with their Go Math! and Math Expressions programs.
I love that this app also provides outlines of numbers and letters so students can practice their handwriting (both print and cursive!). Masterpiece definitely helps with fine motor skills.
Click here to see a time-lapsed video of one of my student's drawings.
Besides using this app in art class, I could see teachers using it for geography (drawing maps), math (numbers, shapes, geometric concepts, etc.), language arts (print/cursive practice, book reports, writing in another language, etc.)...there are numerous possibilities!
One of the things I enjoy most about the Osmo is that it's a tech tool that actually encourages interaction. When I use it with students in the classroom, they are sharing ideas, talking, solving problems, and even laughing together. This isn't just putting a child in front of another screen; students can interact with real objects and each other. This game play goes beyond the screen and encourages social interactions. It's been a wonderful addition to our classroom!