Osmo Workshop Technology Critique

The Osmo workshop is an interactive application on apple products that utilised the camera and the table space for placement of letter and number tiles. The Osmo application allows for interactive learning and learning in groups. Osmo works by utilising their patented Reflective Artificial Intelligence that allows the camera to see the play space in front of the tablet (Sansing, 2015).

Strengths

Osmo tries to enhance student creativity by allowing them to mix and match a variety of different tiles to create the answer as seen in these photographs. The Osmo programs comes with different catagories that allow for further enhancement of creativity, these include; math, puzzles, coding, business, spelling and drawing. However, during the tutorial on the 3rd of March we only had access to math and spelling games, these games were interactive and allowed for being creative through mathematics and the order of numbers and the combination of numbers that allowed myself and my partner to reach the result but in a variety of ways, for example to make 12 we could have used a 6 card and another 6 card or three 4 cards, this therefore allows for mathematical creativity for students to understand that there are multiple ways to achieve a particular answer.  

Weaknesses

The Osmo application is more of a time filler activity for those students that finish work early or even as a free-play activity. This application couldn’t be used as a whole 50 minute lesson unless all versions and activities of Osmo have been purchased by the school. Furthermore, this product is not the most advanced in regards to subject material and therefore could not be used for stages higher than stage 1.  However, it still holds some vital creative potential for students as it encourages them to think creatively and critically and thus expands on their ability to think outside the box to create answers while also allowing for different levels of creativity to be achieved as discussed by Beghetto & Kaufman (2013).

Reference List

Beghetto, R. A., & Kaufman, J. C. (2013). Fundamentals of Creativity. Educational Leadership, 70(5).

Sansing, C. (2015). Osmo: Tactile iPad Games: A trio o f spelling and spatial challenges mix virtual fun with hands-on activity. Tech Knowledge.

Leave a comment

Design a site like this with WordPress.com
Get started