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In week 5, we looked at how AR can be used to foster creativity in a classroom environment. AR enables
students to create a connection between the digital and physical-domain by combining real and virtual information to create solutions to abstract-problems (Billinghurst & Duenser, 2012). This interactive learning technology has promising outcomes that increases student engagement and knowledge-retention & fosters creativity.
Osmo Pizza Co.
Unlike the other technologies discussed in previous blogs which can be difficult for beginners to use, the Osmo Pizza co. tool can be easily accessed and navigated by students. This is an excellent AR-kit that can be used in the classroom to foster creativity and provides a fun yet educational learning-experience for the students. The Osmo Pizza co. Technology functions via a digital game that requires students to calculate the costs of the customers chosen pizza and then providing them with the correct physical change that is placed on the round pizza mat.
The Osmo Pizza co. kit is an excellent way to engage primary-school-students in mathematical-learning as it teaches them the concept of money in academic and real-life-scenarios. Students practice their addition-and-subtraction-skills which are basic life -skills that will help them calculate change in the real-world. This kit is great to implement within a math-lesson of a stage-2 classroom as syllabus-outcome MA2-5NA requires students to solve addition and subtraction for problems such as calculating, trading, sorting, classifying and counting money using mental and written strategies (NESSA, 2022). Teachers can also use the technology-kit to teach students about fractions by dividing the pizza into different sections to solve math-problems; MAO-WM-01.
Whilst Osmo Pizza co. engages students in math lessons, it also enhances and fosters their sense of creativity as students can link their personal-experiences relating to money to the AR-game. Students can also come up with different solutions and change options when having to provide the correct amount of change to the customers.
Also, AR math games like Osmo Pizza co. are proven to reduce student math-related anxiety as students learn through playful hands-on experiences and instructional and multimedia materials (Chen, 2019). AR games improve a students learning-motivation, lowers their math-anxiety, increases their confidence and fosters a positive learning experience. Hence, promoting a positive learning-environment for a diverse range of student's.
Osmo Pizza Co. is an engaging math game however the currency used is not Australian hence, it may confuse students. Also, Osmo Pizza Co. is a costly kit which not all schools may have access to. Although the game tells students the correct answer, it does not provide strategies as to how to solve the math problem.
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References
Billinghurst, M., & Duenser, A. (2012). Augmented Reality in the Classroom. IEEE
Computer, 45(7), 56–63. https://doi.org/10.1109/mc.2012.111
Chen, Y. (2019). Effect of Mobile Augmented Reality on Learning Performance,
Motivation, and Math Anxiety in a Math Course. Journal of Educational Computing Research, 57(7), 1695–1722. https://doi.org/10.1177/0735633119854036
NSW Education and Standards Authority (2022). Mathematics K-10 syllabus: Content. NSW
Curriculum. https://curriculum.nsw.edu.au/learning-areas/mathematics/mathematics-k-10-2022?tab=content
Hi Ayah,
Thank you for your blog- it was a nice read on Osmo Pizza Co kit as I have never heard of that before! I love how it can allow students to improve on their counting as it is a must need in real world situations. I hope they can make another version with the AU currency as that would be more wise to use for students in Australia. I appreciate the syllabus outcome being included.
Do you perhaps know of any other similar tools that can help students with counting in AU currency?
cheers,
Dianne
Hi Ayah, I really love your blog post! It is clear to introduce what are AR means and how we can use AR in the classroom. Like you are showing it could improve students' interactive learning. I never used the Osmo Pizza Co before. Your introduction explains how to use it and encourages students to enjoy the activity. You can add the limitation of technology use and how we can improve using the app.
Anqi Li
12/04/23
Hello Ayah,
I really enjoyed your blog, it was really easy to navigate and the layout was really nice. From your blog I really enjoyed reading your link to the NSW syllabus. Having the exact outcome made it really easy to know what kind of lessons this technology can help both teachers and students. I never used Osmo Pizza Co, so reading your blog was very engaging and fun. I would have liked to see a specific example of how to use the technology and limitations.
Mariam Haideri (47084634) - 12/04/2023
Hi Ayah,
Great blog post! I appreciate the clear link between the technology and the NESA syllabus (especially with direct links to bring me to the NESA website). This would definitely help teachers put this technology in practice in the classroom. I am curious whether OSMO Pizza co. develops higher order thinking skills like creation, or does it only allow users to do what toppings the app tells users to?
Another question I had is based on the last image on your blog that has a QR code. I can't seem to scan it and see your AR creation with Zapworks. Perhaps a clearer QR code is needed?
Overall though good work! 😍
Alicia Poh
11th April, 2023
Thank you again Aya for sharing your knowledge on Osmo Pizza Co.
I had never heard of it so it made me smile seeing the children learn to count in real customer service-like situations. I think you can add another positive about the game that it allows for students to learn real life applicable skills that a lot of them will need in the future for hospitality. A great little tool I think :)
Loved it!
Pia Malmberg (09/04/23)