Welcome back! This week we will be exploring AR using Osmo Pizza Co.
AR looks at a real-time view of a real-world environment that has been augmented by adding virtual computer-generated features (Carmigniani & Furht, 2011). Osmo Pizza Co is a money puzzle game that can be played on an iPad where a small mirror is placed on the camera to allow students to ‘virtually’ run a pizza store (Akhter & Jambocus, 2020). Students are required to provide a holistic pizza store experience providing customers with their exact preferences and charging accordingly.
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The NSW Mathematics syllabus MA2-AR-02 requires stage 2 students to "interpret problems involving money" (NESA, 2022). Thus, Osmo Pizza Co is beneficial as it incorporates Mathematics for Stage 2 learners through a constructivist approach as students engage in a hands-on, experience developing their mathematical skills. As students’ progress through the game, the levels become more challenging. AR is beneficial to incorporate in the classroom, specifically Mathematics lessons as it supports complex concepts by incorporating visual experiences to communicate abstract problems to learners who may struggle. AR has the potential to re-invent teaching as students have a hands-on, physical interaction in the classroom increasing motivation and learning (Bower et al., 2014).
Osmo provides students with an opportunity to run a business and fosters creativity as students need to serve as many customers as possible whilst remembering orders in a limited time frame and thus observation and organisation skills are developed. Students build on their addition and subtraction skills as they are required to provide change to customers using as many or as little notes or coins as possible. Students choose how to distribute money, increasing their mathematical creativity. This technology uses a behaviourist approach, as students are provided with feedback according to how they make the pizza (Woollard, 2010). For example, if students put the wrong toppings on, they will receive a grumpy review, if the pizza is correct, the customer will be ecstatic.
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While there are many benefits to using this technology in the classroom there are also some limitations. AR in the classroom is costly, and as such students may have limited accessibility to utilise this technology (Kakkar, 2020). Additionally, the currency used in the game is not Australian and uses coins and notes that are not the equivalent of Australian money and denominations students are used to, which may result in confusion.
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Zapworks is an AR based content creation platform, that allows students to create an immersive world and customise AR experiences fostering creativity in the classroom. The Zapworks application did not work on both my personal email and my Macquarie email. I tried on multiple devices and Safari and Chrome. I spoke to David in our tutorial to address this issue and he said it was okay. Thank you.
References:
Akhter, A., & Jambocus, N. (2020). OSMO-Real Play, Real Learning!.
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education – cases, places and potentials. Educational Media International, 51(1), 1-15. https://doi.org/10.1080/09523987.2014.889400
Carmigniani, J., & Furht, B. (2011, January 1). Augmented reality: An overview. SpringerLink. Retrieved March 26, 2023, from https://link.springer.com/chapter/10.1007/978-1-4614-0064-6_1
Kakkar, R. (2020, July 25). Pros and cons of virtual and augmented learning experiences. YourStory.com. Retrieved March 26, 2023, from https://yourstory.com/2020/07/pros-cons-virtual-augmented-learning-experiences
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
Wollard, J. (2010). Psychology for the classroom: Behaviourism. Routledge.
Hi Gemma,
I really enjoyed reading this blog post and found it really insightful and engaging. I really like that you have given an example of how Osmo Pizza can be used within the NSW Syllabus and appreciate that you have mentioned a specific stage. I also like how you have mentioned many pedagogical links to Osmo Pizza as this shows teachers the benefits that implementing Osmo Pizza into a activity will have on the learning of students. For the future, I really like that you included the limitations of Osmo Pizza but possibly adding a solution to these limitations would enhance your post.
Thanks,
Olivia Spanswick
12/04/23
Hi Gemma
I also loved the incorporation of the OSMO game in your blog, however I think it needs to be linked to how the game can foster creativity for students :)
Hi Gemma,
Your blog post was really insightful and interesting to read. I appreciate that you have identified Osmo Pizza Co as your chosen piece of technology for this post. It was also good of you to provide a comparison piece of technology such as Zapworks for context. I do think that after that blurb it would have been good for you to provide a photo of Zapworks for your readers to clearly see. There was good evidence that Osmo Pizza Co could be used in a classroom setting with clear links to the NSW Syllabus surrounding mathematics for stage 2. This was a nice transition into the fostering of creativity in the classroom. I found that you explored student…
Hi Gemma!
I really enjoyed this blog post. I especially liked how you linked this technology to specific outcomes in the NSW Syllabus, its opened my eyes to how I would include this technology in my own teaching when I begin my career. The inclusion of the video enhanced your blog as I was able to watch the technology in use and imagine it in my own classroom. Superfood job.
Can't wait for next weeks blog!
Amanda
6/4/23
Hi Gemma You have provided a fantastic post about Osmo Pizza Co as an effective form of how AR can support student learning within mathematics class and how effectively manipulating objects can assist the understanding of additive and subtractive concepts. I particularly enjoyed your connection to the limitations as while this would be a fantastic piece of technology to use, the details can be troublesome and be lost easily while the expenses would be incredibly high. To enhance students' creativity while using this technology, I would argue that this could be done in other ways rather than simply understanding how businesses are run and how change can be distributed. Because there is no one specific way or order to give change, I…