
Technology • 60 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)
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Create a lesson plan for Year 2 introducing Osmo technology to students who are new to it. The lesson plan should include objectives to familiarize students with the Osmo device, explain its basic functions, and engage students in hands-on interactive activities using Osmo games. Include an introduction, demonstration, guided practice with games, and a reflection session. The lesson should be suitable for Year 2 students, align with NSW Curriculum technology learning outcomes, and last for 60 minutes.
Today students are introduced to Osmo technology and practise using it safely and responsibly. They will learn how Osmo games respond to voice, movement and input, then complete short guided challenges and a reflection.
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