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Osmo Little Genius Starter Kit" and "Osmo Creative Starter Kit," the "First Digital Learning Kit" for 3-year-olds and up, help children develop learning habits in their own home time.

From the Editor

Tangible Play's Osmo digital learning kit, which utilizes an iPad and kit, now includes a learning kit that can be started at age 3.
Let's take a quick look at its contents from the press release.

- The following is content from the press release -

~You can also experience the products at the pop-up store currently being held at Isetan Shinjuku.

Tangible Play Inc. (hereinafter "Tangible Play"), distributor of the enormously popular "Ozmo" educational toys, which have been adopted in over 30,000* classrooms in the U.S., today announced that it will begin selling two products in Japan on Wednesday, August 25, 2012, that are ideal as "first digital learning kits Tangible Play Inc. will start selling two products in Japan today, August 25 (Wednesday), which are ideal as "first digital learning kits" for children aged 3 to 5.

The Ozmo Little Genius Starter Kit (¥10,800, tax included) uses an iPad and included pieces to support a variety of learning through digital learning with four different games, including English vocabulary and dress-up games, that are ideal for helping preschoolers develop study habits. The product was launched in the U.S. at the end of 2019 and has sold well enough to make the Top 50 preschoolers' digital learning products in sales from October to December 2019, according to NPD research.

The "Ozmo Creative Starter Kit" (9,900 yen, tax included) specializes in fostering imagination and drawing skills through three different games centered on drawing.

The "Ozmo" series is an advanced digital learning kit that allows children to play and learn using an iPad and the included pieces. The hands-on learning experience, which is especially important for young children, allows children to play in an engaging way and learn naturally from their play. Ozmo" is an ideal product as a digital learning kit for children between 3 and 5 years old, as it allows them to learn digitally in a healthy way by moving their hands, rather than watching videos on a one-way screen. Ozmo" is the perfect digital learning kit for children between 3 and 5 years old. We invite you to experience the "Ozmo Little Genius Starter Kit" and the "Ozmo Creative Starter Kit," which help children develop their imagination and learning habits after school.
*Accumulated results for the entire series of products, researched by Tangible Play (as of October 2020)

Click here to purchase products.https://rd.snxt.jp/41681

Osmo Little Genius Starter Kit Product Features

[Four games are the first step in learning.
The "Ozmo Little Genius Starter Kit," with four games to play, is the youngest in the Ozmo product lineup, supporting children ages 3 to 5 in their "first learning" experience through digital learning. Using sticks and rings, children can learn the alphabet and vocabulary by making shapes, express their emotions by dressing up in costume pieces, and learn problem-solving skills by choosing the right outfit for the situation. The game progresses mainly through voice navigation, so even children who have difficulty reading can progress through the game on their own.

3 to 5 years old

1. ABC's

Practice beginning reading by forming the alphabet with colorful, wiggly Sticks & Rings and learning to pronounce the monster Mo. 300+ words can be learned while having fun adventures with Mo.

Squiggle Magic

Combine Sticks & Rings to create whatever shapes and illustrations you want to make, and the shapes you create will move around on the screen. Ozmo's game pieces are made to fit children's small hands and help develop cognitive, creative, and beginning drawing skills.

Costume Party

The characters react in a variety of ways by dressing up in different pieces of clothing and hairstyles to create outfits for the party and changing colors on the screen. While dressing up the characters for the party, the game fosters spatial awareness, creativity and finger motor skills.

4. Stories

Solve problems and advance through the adventure by choosing the necessary costume for the situation. While enjoying the hands-on play, you will receive reassuring advice from the monster Mo (Mo) and gain confidence as you go along.

Osmo Creative Starter Kit" Product Features

[Three types of games stimulate your child's imagination.
The "Ozmo Creative Starter Kit," with three games to play, is a kit dedicated to nurturing children's imagination, connecting the "Little Genius Starter Kit" (target age: 3 to 5 years) and the "Genius Starter Kit" (target age: 6 to 10 years). Taking advantage of the image recognition feature of Ozmo, children's unlimited imagination is further stimulated through a phygital experience unique to Ozmo, in which lines and illustrations drawn by the user are seamlessly reflected on the screen.

5 to 10 years old

1.Monster

The illustrations that Mo, the monster, instructs you to draw on the creative board in your hand are instantly reflected on the screen and your drawings start to move. This is one of the most popular games among Ozmo's many games among children, nurturing their imagination and drawing skills.

2. Newton

Balls falling from the screen are placed into the goal. The player creates a route to the goal by drawing lines with a pen on a piece of paper and placing objects around him or her. There are more than 60 stages in total, including bouncing and rolling stages, and the difficulty level can be adjusted to suit the child. By creating the angle at which the ball bounces and the route it takes, children can develop their physics and creativity skills.

3.Masterpiece

The user draws by tracing the model on the screen with a piece of paper. There are more than 280 models ranging from simple line drawings to complex artwork, and even photos taken with the iPad camera can be used as models. By connecting technology and drawing, the program develops drawing skills and the ability to balance hand-eye coordination with eye-hand coordination.

The products introduced can be experienced at b8ta, a hands-on retail store!

b8ta, an interactive retail store from San Francisco that landed in Japan last year, is a place where you can encounter new products any time you visit, including products that have just been born at startup companies and products that are hard to experience at other stores. The products introduced here can be picked up at "b8ta" and we invite you to experience "Osmo" products in person.
b8ta" official website: https://b8ta.jp/

About the "Osmo" series

The Ozmo series from angible Play is an advanced educational toy that combines a game app that runs on the iPad with a physical kit for use at hand. The Ozmo base and reflector included in the "Ozmo Little Genius Starter Kit" or "Ozmo Creative Starter Kit" can be placed on your iPad for play.
Ozmo provides children with an active learning experience where they learn while they play.
[Details URL].https://www.sourcenext.com/product/osmo/

Product Overview

Osmo Little Genius Starter Kit.
■Price: 10,800 yen (tax included)
■Product Information:https://www.sourcenext.com/product/osmo/little-genius/
Included: Osmo base for iPad / Reflector / 38 sticks and rings / 19 costume pieces / play mat / storage box 

Osmo Creative Starter Kit.
■Price: 9,900 yen (tax included)
■Product Information:https://www.sourcenext.com/product/osmo/creative/
Included: Osmo Base for iPad / Reflector / Creative Board / 4 Dry Erase Markers / Eraser Pouch

Common to both products
■Date of release: August 25, 2021 (Wednesday)
■Product Contents:Educational toys
■Development: Tangible Play Inc.
■Sales and support: SourceNext Corporation (Japanese-language support)
Other: Both products do not include an iPad. Each app can be downloaded from the App Store.

operating environment
Compatible devices: iPad (1st to 3rd generation), iPad Air (4th generation), all iPads except 11-inch and 12.9-inch iPad Pro
Supported OS: iOS10 and above

Copyright Notice
Please use the following copyright notice for product screen displays, etc.
©2020,Tangible Play Inc. All rights reserved.

Results of the "Questionnaire on Children's Digital Learning" survey

With the GIGA School concept also in motion, it was revealed that approximately 60% of parents of preschool children feel that learning with digital devices is necessary! On the other hand, about half of the parents "do not know how to start" digital learning?

In conjunction with the launch of the new product, Tangible Play Inc. conducted a survey on children's (digital) learning among Japanese parents with preschool to junior high school-aged children. The results of the survey revealed the current awareness of parents of preschoolers toward digital education and the challenges they face in introducing digital education.

(1) More than half of the parents with preschool-aged children answered that they think learning on digital devices is necessary!

(Graph 1) [I think learning with digital devices is necessary] Please select the number that comes closest to your own opinion about your eldest child learning with digital devices.

When we surveyed parents of preschoolers about the need for digital learning, about 60% of parents said they felt that learning with digital devices was "necessary" (Graph 1). The parents' interest in digital learning from preschool is high, as the GIGA School concept was launched last year. In addition, many parents responded that the benefits of digital learning were that their children "enjoy working on it," indicating that they are also using digital devices as a tool to help their children engage in their studies.

While many parents feel that digital learning is necessary, many parents feel that they do not know how to get started.

(Graph 2) [Not sure how to start] Please select the number that comes closest to your own opinion about your eldest child using digital devices to learn. 

About half of the parents of preschoolers do not know how to start digital learning (Graph 2). Many parents are highly interested in digital learning from the preschool stage, but do not know what to do or how to do it. The need to teach not only children but also their parents about "the right way to interact with digital devices in terms of learning" became clear. 

Survey Summary: Questionnaire on Children's Digital Learning 
Survey period] Thursday, June 3, 2021 to Monday, June 7, 2021
Survey method] Internet survey
Number of people surveyed: 10,931
The survey covered men and women aged 25-69 who have children between 4 and 12 years old (6th grade elementary school students) nationwide.