Because of the rapid development’s that are constantly occurring in educational technology, today’s classroom and the classroom of 2016 and beyond is one in which the learning process is no longer a one size fits all curriculum. Tactile toy technology has made it so that everyone’s learning styles are incorporated into the learning process. An example of this type of tactile toy technology tool is the iPad Add-On Osmo.
This award-winning game system was designed for children ages 5 to 13 and enables them to access learning games where they can utilize real world pieces at the same time that they are learning virtually on their tablets. Osmo has a separate base that the student’s iPad tablet rests in and, after installing it’s mirror over the tablet’s camera, works by reflecting the image off of the tablet onto the student’s work space through it’s mirror. This process enables the student to tactilely interact with the lesson by being able to manipulate the reflected image.
One of the games that Osmo comes complete with is Numbers. This game gives kids the chance to learn math without the added pressure of a time constraint or the stress of getting the wrong answer and at their own pace. Here, kids can learn to add, count and multiply. Students learn about numbers through this game by arranging physical tiles to make numbers or collecting over 90 beautiful fish like Frankenfish or Rainbowfish, just to name a few. Kids get to learn to add, subtract, or multiply by either adding, subtracting, or multiplying by tactilely connecting tiles together through the reflected image. Once a student has mastered the math in one level they then move onto the next level which enables students of various ages all to be challenged.
Tactile toy technology like the iPad Add-On Osmo has made learning more fun and challenging for the student of today and beyond.