Literacy, Maths & Coding Through Play (Ages 5–10)
Give your child a fun and engaging introduction to reading, numbers, creativity, and coding through the award-winning Osmo learning system. Our Osmo Explorers Programme blends physical play with digital learning to help children develop essential academic and problem-solving skills in a way that feels like play rather than traditional classroom learning.
Children interact with real game pieces, letters, numbers, shapes, and drawing tools, while the tablet recognises their actions on screen. This hands-on approach helps young learners stay engaged and confident as they explore literacy, maths, creativity, and early coding.
Why Osmo Learning Works
Young children learn best through exploration, movement, and interaction. Osmo technology combines tactile learning tools with interactive digital games, allowing children to physically manipulate letters, numbers, shapes, and coding blocks while seeing immediate feedback on screen.
This approach supports natural learning by encouraging:
- curiosity and exploration
- creativity and imagination
- problem-solving and logical thinking
- confidence in reading and numeracy
Students quickly become immersed in the activities while developing essential foundational skills.
Course Overview
Each session includes a mix of literacy, maths, coding, and creative challenges designed to keep students engaged while gradually building their skills.
Literacy Adventures
Students develop reading and spelling skills through interactive word games.
Using letter tiles, children spell words that match images displayed on screen. As students progress, the games become more challenging, helping them expand their vocabulary and improve spelling confidence.
These activities support:
- phonics and early reading
- letter recognition
- spelling and vocabulary development
- word decoding skills
Maths & Number Skills
Students explore mathematical concepts through fun game-based challenges designed to build confidence in numbers.
Activities include:
- counting and number recognition
- addition and subtraction
- place value understanding
- measurement and problem solving
The games include multiple levels that gradually increase in difficulty, allowing children to develop skills at their own pace.
Spatial Thinking & Problem Solving
Students also work with the Osmo Tangram system, a modern interactive version of the classic puzzle game.
Children arrange physical shapes to match puzzles displayed on screen, creating animals, objects, and imaginative designs.
Tangram activities help children develop:
- spatial awareness
- visual reasoning
- pattern recognition
- creative thinking
Introduction to Coding & Computer Science
Children are introduced to basic coding concepts using hands-on programming games.
Students learn coding using:
- Coding Awbie
- Coding Duo
- Coding Jam
Children place physical coding blocks to create instructions that guide characters through adventures and puzzles. These activities introduce important computer science concepts such as:
- sequencing and algorithms
- logical thinking
- problem solving
- cause and effect
Students can also experiment with creating music using code, allowing them to explore creativity while learning how programming works.
Creative Thinking & Art
Creativity plays an important role in the Osmo programme.
Students use drawing boards and creative tools that allow their artwork to appear in the game world. Children can design objects, invent stories, and solve puzzles using their own drawings.
These activities encourage:
- imagination and creativity
- communication skills
- artistic confidence
- storytelling ability
Real-World Thinking Through Games
Students also participate in interactive games where they manage a virtual pizza shop.
Children take customer orders, prepare pizzas, and calculate the final bill. This activity introduces real- world concepts such as:
- basic financial maths
- decision making
- time management
- problem solving
The fast-paced nature of the game makes learning both exciting and memorable.
Typical Session (1 Hour)
Warm-Up Activity
A short literacy or number challenge to begin the session.
Main Learning Challenge
Students work on spelling, maths, or coding activities.
Creative Exploration
Children experiment with puzzles, drawing, or coding games.
Reflection & Sharing
Students share what they created and discuss what they learned.
Skills Children Will Develop
Through the Osmo Explorers programme, students build:
- reading and spelling confidence
- numeracy and mathematical thinking
- creativity and imagination
- logical reasoning and coding foundations
- collaboration and communication skills
A Perfect Introduction to Digital Learning
Osmo Explorers provides an ideal starting point for young learners beginning their journey into technology and digital creativity.
The programme prepares students for future learning pathways at Linford Digital Academy, including robotics, coding, and computer science courses for older students.
| Suitable for Ages | 5 - 10 |
|---|---|
| Location | Broughton, Milton Keynes |
| Max Class Size | 5 students / instructor |
| Lesson Duration | 1.5 hours per session |
| Full Programme Length | 1 Year |
Book a Trial Session
Parents are welcome to book a trial session so their child can experience the programme before enrolling. Please use the request form.





