Byju Raveendran positions a worksheet in front of a propped-up tablet. Perched on top of the gadget is a small, red plastic “reader” resembling a camera. Almost immediately, the reader captures the image of the worksheet and replicates it on the tab’s screen. Every tick mark or cross made on paper is recorded digitally and the correct answers revealed in a friendly, cartoonish voice.
This is Osmo at work, a physical-to-digital educational games platform, and the newest member of edtech giant Byju’s carousel of “fun-learning” tools.