More than 30,000 schools use Osmo to change the way kids collaborate, create, think critically and communicate.
Osmo Learning System - Economics Edition - Grades K-5
Engage students in the concepts of economics when they create, operate and succeed in their very own pizza shop. Students must carefully manage customer orders, ingredients, time management, and money skills to keep the customers happy and the business thriving. Unexpected challenges, store upgrades, money crunches, and persnickety customers keep students on their toes. In the end, they’ll realize there’s more to making pizza than spreading the cheese. Osmo Numbers can be used as part of Houghton Mifflin Harcourt core math programs GO Math! and Math Expressions.
What's Included
Includes 3 sets of Pizza Co game sets. Osmo bases sold separately
About Osmo
Osmo is an award winning educational games system for use with iPads and iPhones. The system has been adopted in over 30,000 schools in 42 countries around the world. Teachers are raving about how their students love experimenting, exploring, creating and collaborating with Osmo.
Osmo enables the iPad and iPhone 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.
Osmo’s growing collection of apps for iPad and iPhone cross subject areas and include various challenge levels for students of differing abilities.
Classroom Support and Educational Resources
Osmo provides a free online hub for sharing resources. Osmo Curriculums is a hub of lesson plans from the Osmo educator community. The activities at the hub help educators integrate Osmo in classroom for grades K through 6th.
There are also General and Teacher Forums for sharing ideas, asking questions and exploring what other educators are doing with Osmo. Explore the wide range of tutorial and example Osmo videos on their YouTube Channel. Other resources include a free Teacher's Guide and template letters for Parental Consent and Take Home Letters.
90-day piece replacement warranty and free shipping!
Students will be involved in a Science and Health lessons that involve nutrition and exercise. They will create Healthy Snacks and exercise profiles for the class.
Students will use Osmo learning system to learn to identify and manipulate letters, sounds and words. The program works with iPads which makes the program interactive and exciting for the students.
Students will discuss the idea of a "code" and use the terms sequence, command, and algorithm while working to build a code. Students will use a variety of devices to learn about code including an iPad, the Daisy the Dinosaur app, task cards, legos, and coding block cards. Students will work independently and in small groups for this lesson.
Osmo Sets with compatible devices will help students develop a concrete understanding of mathematical concepts. Timely feedback is critical to provide purposeful response to improve upon a student's learning and limit potential misconceptions.
Students will look through menus (pictures of items with prices on them) and pick what they would buy for lunch. Students will calculate the cost of their meal and pay for it using exact change.
This lesson is a twist on the card game "Taboo", where people aim to describe a word at the top of the card, but are not allowed to use the "Taboo" words printed on the card in their description.