Paradoxically, during the summer holidays, many parents try to get their children away from the screens, but it can be an ideal way to make them learn new activities or review certain school basics that they do not fully master. This is Osmo’s commitment, a range of educational games for tablets, aimed at an audience from 3 to 12 years old.
These learning packs, which require you to have an iPad, consist of a sensor to detect the provided game pieces. Once the sensor is placed on the iPad, the applications corresponding to each activity have been downloaded and the tablet placed on a table, the child will be able, according to the proposed exercises, to move the letters, numbers and shapes to complete the proposed exercises, depending on their level school.
Osmo’s interface looks like the board of a spaceship: then you choose the type of game and the level of difficulty adapted to the child’s age. One of the strengths of Osmo lies in its very playful operation. The child does not directly manipulate the screen but rather the pieces provided by each game: numbers, letters, “tangram” puzzles… For the latter, it is about reproducing a figure using geometric shapes. The sensor then detects the different pieces deposited in the game area (a virtual square located in front of the screen and delimited by the reflector). 500 different puzzles are proposed, more or less raised, to assemble the wooden pieces. Each successful silhouette unlocks the next level and thus develops the child’s sense of observation and reference points in space.
As in “big” video games, small rewards are unlocked as you progress, inviting you to persevere and return to an activity. The universes corresponding to each activity are simple and colorful and the navigation intuitive enough not to bother (too much) parents. for example, for Numbers, the math game, the boy walks in a sea world. He can practice counting, adding, subtracting, and multiplying. Success in math exercises makes it possible to get new boats, and at the same time the child can learn more about fish. Collect cards that summarize the characteristics of each species.
The game words allows you to guess and spell hidden words. It is presented as an “executioner”, the child must find the missing letters to the word represented by an image. It is possible to play it for two, thanks to many blue and red letters, and to search for words in languages other than French. other activity, Masterpiece, which consists of reproducing an image on a sheet placed in front of the screen. Thanks to the reflector, the lines and curves drawn by the child appear on the screen, allowing them to work on hand and eye coordination and stimulate creativity.
Available separately from the starter set. geniusset Coding also worth a detour. Its originality consists in transforming the tablet into a first computer coding experience and making it accessible to children. Several themes allow the child to have fun while learning to program: a game to create musical rhythms, another to learn to program and develop their logic thanks to a friendly monster that will guide the little ones step by step. Finally, it is also possible to play in pairs with puzzles to be solved to progress in this first approach.
There are other packs to continue the Osmo experience, which aims to be playful and fun, halfway between the classic vacation notebook and the video game. Although expensive (it costs 120 euros for the Genius box of five sets, the reflector, the parts and the storage boxes, and another 100 euros for the kit Coding) and limited in terms of hardware (the games are only available on Apple iPads, not Android tablets), the discovery of these activities offers an innovative and interesting gateway to the many fields of learning for children from 3 to 11 years. .
osmo genius Y Osmo Coding, my first kitfrom 3 years, recommended price 120 and 100 euros.
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