Osmo Responds to Teacher Requests with New Case and Base for its Award-Winning System
(Chicago, IL) June 25, 2018 – To better protect schools’ investments in iPads, Osmo, the award-winning company changing the way children play and learn, is launching a new Osmo case and base for iPads at ISTE 2018 in booth #2628. Osmo provides solutions to schools interested in using augmented reality and manipulatives to help K-6 students engage in learning.
The new Osmo case and base work together for added hardware protection, which has been a request from teachers who know the demands placed on devices in the classroom. The base has a universal device slot that fits almost any iOS device, including iPad Pro 12.9”. This device compatibility not only makes using Osmo convenient for BYOD classrooms, it decreases set-up time because students simply click their devices into the base and start using Osmo apps immediately. The base also supports device charging so students can be learning with Osmo while the device charges. Additionally, the new case and base support landscape viewing. Landscape mode makes it easy for students to watch educational videos, which extends the use of the Osmo platform beyond its learning games.
“Students can be hard on their devices so we wanted to create a case that will both protect their device and work with the Osmo base,” said Pramod Sharma, CEO and cofounder of Osmo. “The new base and case make Osmo more user friendly, which helps educators since students need less help to get started learning.”
In addition to the launch of the new case and base, Osmo is launching new product configurations to serve educators and students on a school-wide basis. These learning solutions are tailored to address supplemental needs across all disciplines and various school-wide programs such as special education, family involvement, and out-of-school time.
Osmo enables the iPad to merge the power of physical play with the digital advantages of real-time feedback. Playing beyond the screen invites students to collaborate on tables or floors while manipulating tangible game pieces such as number tiles, letter tiles, and coding blocks.
Ideal for students in grades K-6, Osmo’s collection of 10 apps cross subject areas and include various challenge levels for students of differing abilities. The different apps help students hone many cognitive skills, including reading, vocabulary, computational thinking, logical and spatial reasoning, creativity, and hand-eye coordination.
Additionally, new best-practice and professional development videos will be available in time for back-to-school. These free resources will support classroom set-up and group rostering to further enhance the Osmo experience. Osmo is also starting a new educator initiative called Happy School Team. The new initiative will be dedicated to providing schools with robust products and quality professional development for teachers.
For more information about Osmo and its solutions for schools, visit: www.playosmo.com/education.
Osmo is the first brand from Tangible Play, a company founded in 2013 by former Google engineers Pramod Sharma and Jerome Scholler. By utilizing Tangible Play’s proprietary Reflective Artificial Intelligence, Osmo offers hands-on educational play based on critical thinking, reading, math, coding and art. To date, more than 30,000 schools use Osmo to change the way students collaborate, create, think critically, and communicate. Osmo was named one of Time Magazine’s Best Inventions, is a Parent’s Choice Award recipient, won the prestigious Oppenheim Platinum award and has been a finalist for Toy of the Year.