Half of students from low‑income households
Data about students' economic need comes from the National Center for Education Statistics, via our partners at MDR Education.
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Osmo is a bridge between the real and digital world that uses touch technology to engage students in learning. It will allow students to experience stories and problem solving interactively. I plan to use Osmo as a storytime follow up activity as well as a choice center for students to rotate through in the library.
Osmo will help students learn how to inquire, collaborate, and explore as a part of the library program. Many of the Osmo games and apps also foster social-emotional skills like problem solving, creativity and perseverance. Donate to my project to help me provide interactive learning experiences for all of my students that will encourage collaboration, creativity, communication, and critical thinking in the library.
About my class
Osmo is a bridge between the real and digital world that uses touch technology to engage students in learning. It will allow students to experience stories and problem solving interactively. I plan to use Osmo as a storytime follow up activity as well as a choice center for students to rotate through in the library.
Osmo will help students learn how to inquire, collaborate, and explore as a part of the library program. Many of the Osmo games and apps also foster social-emotional skills like problem solving, creativity and perseverance. Donate to my project to help me provide interactive learning experiences for all of my students that will encourage collaboration, creativity, communication, and critical thinking in the library.