Don’t tell anyone, but Greg Tang Math penetrated my incredible resistance to e-mail spam and persuaded me to visit the site out of curiosity. I’m not really sure why the persistent e-mails that I kept trashing finally grabbed my attention, but I obviously wouldn’t be writing this post if they hadn’t eventually been successful. (If you happen to be a spammer, please don’t think I am encouraging you to try the same strategy; I can promise you that it was a one-time-thing…)
The good news is that I actually found some unique math materials on the site. There are plenty of free resources that you can download, and even some interesting online math games. For gifted students, the Kakooma and Expresso pages are great challenges. (There is also an online version of Kakooma on this page.) In addition, there are some printable math games on the resources page.
Of course, there are plenty of things you can purchase on the site. Otherwise, what would be the purpose of the e-mail barrage? But I think that you will agree that there is a generous dose of free materials, which makes some advertising bearable 🙂
A few years ago, I thought I would help out the parents of my gifted and talented students by writing about some games, toys, or books that I thought might make good purchases during the holiday season. I called the series of posts, “Gifts for the Gifted,” and I have continued to do it annually on every Friday in November and December. These gifts are suggestions for any child – not just those who qualify for a GT program. Sometimes I receive a free product for review, but I am not paid for these posts, and I never recommend a product that I wouldn’t buy for my own child. For past “Gifts for the Gifted” posts, you can visit this page.
Osmo first made the “Gifts for the Gifted” list in 2014. Since then, the company has continued to push the envelope as it produces more interactive, educational games for children that combine physical pieces with the digital interface of an iPad. Here is what I wrote about Osmo’s “Coding” game this summer:
It seems like just yesterday when our class was asked to beta test a new product from a company called Tangible Play. It was a tangram game that integrated physical pieces with an app on your iPad using a special base and mirror. Our students even got to teleconference with the developers to give feedback on their experience.
Since then, the un-named set we tested has become Osmo, and there have been many evolutions of the tangram game as well as new additions to the suite of games available. It has been gratifying to see a company that is so interested in education to grow and continue to contribute to educational technology in such a positive way.
The latest Osmo set is, “Coding.” My students have been trying it out this summer during our robot camp, and I have been watching their play with interest. The set includes magnetics blocks that look similar to the coding blocks you might see in Scratch or Blockly. You can move them around and snap them together. My students particularly like the “play” block with an arrow button to press whenever they are ready to start the program.
On the iPad screen, players have a friendly looking creature named Awbie, who they can direct to move toward different objects in the app while using the physical blocks on the table.
One thing I love about all of the Osmo apps is that they include practically no instructions. There are some on-screen gestures showing where to move blocks at the beginning, but that’s about it. The students figure out on their own where Awbie needs to go, and quickly deduce which blocks to use as the game slowly becomes more challenging.
Students from 6-11 have enjoyed the Coding game from Osmo and there is often a crowd gathered around it as the students encourage players to try certain blocks. It has been a great warm-up activity as kids arrive for our camp each day.
Like all Tangible Play apps for Osmo, Coding is free. However, you do need to purchase the physical pieces and the set that includes the base and mirror piece if you don’t already have it. Coding is another great resource to introduce programming to young students.
My students, particularly those in the K-3 grade levels, have really enjoyed using GoNoodle for brain breaks in our classroom. The kids enjoy the music, the great variety of videos, and the movement.
Now students can log in to their own iOS devices at home to jump, dance, and sing with their favorite GoNoodle tunes. The iOS app is free, but students will need a parent to sign up and log them in the first time. Make sure the child has a good place to set up his or her device for viewing while participating (an Apple TV is great for this!) so he or she can have hands-free fun!
GoNoodle is a great way to get the family moving before or after a heavy holiday meal, or after a long car trip to grandma’s house 🙂
Decisions, decisions. Some are certainly easier to make than others, as many people are discovering on this 2016 Election Day in the United States…
Kid President just released a timely video for the occasion. Happily, it doesn’t just apply to election decisions. In fact, my 2nd graders have been discussing “Thinking Hats,” and “Making Tough Choices with Kid President,” was the perfect supplement to a lesson on the importance of thinking about your thinking. “Be thoughtful,” Kid President advises, after warning against impulsivity, doing nothing, and following along with everyone else. Pretty sage advice from someone who isn’t even old enough to vote yet.
Rachel Lynette, over at the “Minds in Bloom” blog, offers some fun Halloween activities for critical thinking. One of them is a Halloween-themed list of “Would You Rather?” questions. For these, I would recommend that you encourage your students to justify their answers, and possibly have a contest for who can give the most unusual reason for his or her response. (For another way to use “Would You Rather?” questions, check out this post.)
Rachel also has a free “GHOST” Scattergories-type game that you can print. As an extension, you could have the students make their own spooky versions by changing the letters on top and the categories.
And, finally, incorporate some disgusting math into your Halloween plans by giving your students some “Witches’ Brew Math.” Boiled eyeballs, anyone?
My elementary students enjoyed the mindset videos from Class Dojo last year, and even ask to watch them again. Since empathy is part of the Design Thinking process, and something we regularly discuss in our GT classes, I definitely plan to show this series as well.
Andrea Beaty and David Roberts have outdone themselves with their latest book, Ada Twist, Scientist. Beaty (author) and Roberts (illustrator) made their mark in children’s literature with their two previous books, Iggy Peck, Architect, and Rosie Revere, Engineer. Demonstrating the sometimes exasperating, but always creative, personalities of inquisitive and innovative children, these books have become favorites for those who champion maker education and S.T.E.M. They are also great examples of growth mindset and passion based learning.
Ada Twist, Scientist tells the story of an adorable young girl whose curiosity knows absolutely no bounds. Her parents fondly support Ada’s intellectual investigations until she decides to throw the family cat into the washing machine in an attempt to find the origin of a terrible smell, at which point Ada is exiled to the “Thinking Chair.”
You will have to read the book yourself to find out how Ada handles her isolation and whether or not she solves her stinky mystery. Suffice it to say that the book has a happy ending and will inspire parents and children to see questions as exciting learning opportunities rather than as time-wasting obstacles.
For a teaching guide and links to other related activities, visit the Ada Twist website.