Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Thursday, October 11, 2012

Kindergarten Kids Math

Kindergarten Kids Math was created by Infinut and includes 6 different math activities for kindergarten students. This is my first review on this blog of an app that is in the Google Play market only. While android markets have certainly expanded greatly recently, it still lags behind the iTunes market when it comes to educational apps for young children at least in terms of quantity. Let's see how this android math app stacks up quality-wise. Price: $0.99 (there's a free version as well).

Device Requirements: Requires Android 2.1 and up.

Developmental Appropriateness: The six activities are Counting, Maze (where you follow a specific number to complete a maze), Sequence (fill in the missing number), Tens and Ones (use coins to make a specific amount), Add and Subtract. These activities are appropriate for kindergarteners, but what it's missing or where it could be improved is in the details. My biggest complaint is for Counting. See the picture to the right. Kids are asked to put a target number of balls in the container, going from 1-20 in order. A little boring, but ok, we're teaching quantity, one-to-one correspondence etc. But you can see in the picture that the balls line up in rows of 6. Yes, kids should be able to count by 6's, but it would make more sense, especially for beginning learners if it were by rows of 5's or 10's. These are more common quantities to count by especially as the numbers get bigger. Since it goes up to twenty, having rows of five would make it all even where you can have 4 rows of 5. It's just an easier number to group by (grouping being a good strategy!) Other little details that carry over to the other activities are that it doesn't count when you place each ball in the container nor when you tap on them to count them or once you've submitted the answer. These little details can go a long way to reinforce the material.  Rating: 3/5 (aim for around 5 years)

Balance: There are verbal instructions for each task. Maybe a quick demo would be better. For the Tens and Ones task, I actually did not really know what to do! It says, "Move 10 and 1 coins into the jars to make 5" Does that mean put 5 coins in the jars? When you press the "how to play" setting, it says, "Move 5 balls into the box using your finger." I think this needs some updating. Aside from that, it should really be saying, something with the words "cents" or "amount" to indicate that it wants you to add up some coins to make the target number. The instructions for Sequence sound a little weird to, but it's clear what to do. Rating: 3.5/5

Sustainability: For each task, it shows how much you've gotten through and there are hundreds of items, so it'll take awhile to complete everything. However, overall, I find these activities to be nothing more than drill. There's no goal or premise, the voice is not very engaging - so basically unless you're a kid who just naturally likes to do make activities, this won't be very motivating. Rating: 3/5

Parental Involvement: Nothing much here either. No settings to limit the range of numbers, reports - the only thing you can do is turn off the instructions. Rating: 3/5

Total: 12.5 out of 20 - 3 stars

Disclosure: I received this app for free for review purposes.

Friday, June 15, 2012

Count-A-Licious

Count-A-Licious was created by Brainster Apps. It's an introduction to numbers kinda app. It may sound weird to phrase it like that, but there really are many steps to learning what numbers mean and this app really targets those initial steps. So while a narrow focus, it's the foundation to learning math. Price: The initial app is free, but after the first level that concentrates on the numbers 1-5, there's an in-app purchase for $0.99, and that gets you up to 20.

Device Requirements: Compatible with iPhone, iPod touch, and iPad.Requires iOS 4.3 or later and also Kindle Fire.


Developmental Appropriateness: There are 4 games: Number Show, Counting Game, Tracing Game, and Treasure Crits. Ok, really only 3, as the last one there is more of a fun, reward game. Brainster Apps has also made my job easier by clearly stating what their learning intentions are: 1) Recognize number sounds, 2) Recognize numbers visually, 3) Understand that numbers have a sequence, 4) Understand that numbers are associated with a quantity, 5) Understand that numbers in the beginning of the sequence are associated with smaller amount of objects and latter number with more, 6) Introduction to writing numbers. Do they achieve these objectives? Yes. I think together, the three games, albeit very simple games, are done well. They sequence the numbers whenever possible and also associate the numbers with objects fairly often. I think these games do a good job of showing and teaching, but I do think this app is missing an important step. While the games all show the number to object correspondence, I guess we don't actually know if the kids "get it" - not with these games at least. It'd be good to have an additional game where the kids are asked to find/choose/tap - whatever you want, a target number of objects. Then we would know for sure that they've absorbed what these three games are aiming to teach. Rating: 3.5/5 (aim for around 3 years).


Balance: While the special effects that happen as you count make it fun and engaging, at times, the sound effects are louder than the voice counting, especially in the Counting Game. Seeing the cool effects will already be taking kids attention away from the counting, so it's especially important that they at least hear the numbers loud and clear. Rating: 3.5/5


Sustainability: Cycling through the games gives it a nice feel of variety. Throwing in the just for fun reward game is nice too - and I think it's a game kids will get a kick out of. Since this app targets a narrow skill set and only goes up to 20, kids may master and bore of this app quick - although the goal is to master it, so I guess I can't complain! Rating: 5/5


Parental Involvement: This is a one-player game (it does allow for multiple kids to have profiles) and of simple games so maybe parents don't have quite as much of a role, but can still reinforce the material. there is no review/progress monitoring for parents. Rating: 3.5/5


Total: 15.5 out of 20 = 4 stars

Wednesday, June 6, 2012

Butterfly Math

Butterfly Math was created by Bugaboo Math Games for Kids. It's a math drill kinda game, but with a little twist. Instead of coming up with the answer, you are given the answer and asked to come up with the problem. So x+x=7. What does this twist do in terms of learning? Price: $0.99

Device Requirements: Android 2.2 and up

Developmental Appropriateness: So the question here is does it require different cognitive skills/math knowledge to come up with the problem instead of the answer? I think so. It requires more flexibility in thinking - at least at first until you have it all memorized. And from a more practical view, kids don't practice this way of solving math problems as much in school. So in the least, getting the answer is something that may feel more automatic to them while getting the problem may require a pause at first.

Although it might not have been the developer's intent, this way of thinking does kinda prep you for principles like commutativity (3+4=4+3) and inverse (3+4=7; 7-4=?). So this is some untapped potential that I haven't really seen in other math apps. However, here I go again with the need for support and feedback. Nothing is really offered in terms of that. When you get the answer wrong, it just doesn't move on until you do or until the time runs out. So no strategy help is given, hints, prompts, nadda. Also, if kids rely on a certain combination - like if they always choose 3+4 = 7 instead 5+2 or 6+1, then the app should prompt them to try a different way. Further, support that highlights and reinforces the principle that these problems lend themselves to would be amazing. Rating: 3.5/5 (aim for around 7 years).

Balance: There's a game between the levels, but I don't think it detracts from the learning. It actually seems like a good motivator, and the theme of the game (catching butterflies) is related to the butterflies in the task, so it's not taking you to a whole different experience or anything. My only question is whether the colors of the numbers draw attention to certain numbers more. The orange really pops, but sometimes, when the a number is blue and on a blue butterfly, it's not as noticeable. This may affect what numbers kids choose to solve the problems. Rating:4/5

Sustainability: I think this is a nice combination of game and skill. Kids will really like the catch the butterfly "reward" game that adds onto your score. For the content part, you can set it to do different operations (add, subtract, multi, divide). And with the game, there are levels that get increasingly harder. It saves a high scores list, separated for each operation type. One note though that it'd be nice if kids could choose something other than butterflies - in case butterflies really don't interest them. Rating: 4.5/5

Parental Involvement: So not much here for parents - there's no "review"at all - other than maybe the high scores list, but that may be confounded by kids being really good at catching the butterflies instead of solving the problems. If there were prompts as suggested above, that would give parents prompts to reinforce the material as well. Rating: 3/5

Total: 15 out of 20 - 4 stars

Monday, February 13, 2012

Alphatots

Alphatots was created by Spinlight Studio and is designed to teach your little ones the alphabet by capitalizing on what digital media has to offer. When reviewing apps, I always ask, "Could I have done this same activity with traditional materials (i.e. books, flashcards, etc.)?" I look for apps that show me why I should spend my money on it instead of using what I may already have or buying the traditional version. Alphatots does so. Price: $0.99

Device Requirements: Compatible with iPhone, iPod Touch, iPad. Requires iOS 3.0 or later.
Android:  Requires 2.2 and up.


Developmental Appropriateness: The alphabet takes years for children to fully understand. At first children learn the sequence, usually through the alphabet song. Next, they start to learn the individual letters, but not in sequential order. They tend to learn letters that are linked to say their own first name or something they know, such as "K" for "Katie" or I think the most commonly seen in books is "A" for "Apple." This app presents both the alphabet song and each letter linked to a common word. Where this app differs from your typical alphabet book or activity is that the words they link to are verbs, adverbs, or adjectives like "quiet" or "grow" - words that are harder to demonstrate in static form. For each letter, children have to complete an interactive activity that demonstrates the linked word. There is also a voiceover that provides a bit of reinforcement with some humor. This app is great for young kids just learning the alphabet because it combines both a traditional and effective way to present the letters and also demonstrates how technology can help enhance that experience.



The app falls just a little short in a few places. First, although on the main screen, you can switch the letters from uppercase to lowercase, within each activity, both are present. The words only use the lowercase, and the uppercase letter is right next to the word. Children learn the upper case first. So the presentation of the word in the corner may be a little confusing to the younger kids and could in general be more prominent on the screen. Maybe present the word twice, with both upper- and lower-case?Second, the voice over could repeat and further reinforce the letter to word linkage so that the child does not shift his or her focus completely over to the interactive element. It's only said once for each activity. It should at least also be repeated at the completion of the activity. Or even show the letter and word again, emphasizing the first letter. Finally, some of the activities may be hard for the younger children. Rating: 4/5 (aim for around 3 years).

Balance: The overall presentation is very clean. Again, I would add in more repetition and emphasis of the letter and word so that the kids don't forget about them as they engage in the activities. Also, some activities present a tool to use (i.e. with "grow" you would tap on the shovel and drag it to start digging)  while other activities just require you to use your finger (i.e. to cut the strings on balloons, you would just drag your finger through the string - no scissors or tools are shown). This may be a little confusing for kids to know what to do at first. Rating: 4/5

Sustainability: The activities are fun and not only help with letter knowledge by vocabulary as well. You can go through them in sequence or select individual letters. Kids will probably pick favorites based on the letters they like (like ones related to their name) and activity. It would be great if there were different rounds with different words and activities. Having a library of words would be something an app could do that a more traditional format could not. Rating: 4/5

Parental Involvement: Parents should repeat and elaborate the letter linkage and meanings of the words so that it reinforces the purpose of each activity. Given the young age of the target age here, this is should be an activity to do together, so this is a nice and interesting change from a typical letter book or flashcards.  Rating: 4/5

Total: 16 out of 20: 4 stars


Disclosure: I received this app for review for free from the developers.

Wednesday, February 1, 2012

Monkey Preschool Lunchbox

Monkey Preschool Lunchbox was developed by THUP Games and is a series of 7 games that cover colors, matching, counting, letters, puzzle, spot the difference, and shape. The premise is that we're trying to pack the monkey's lunchbox, so all the items involve fruit. Sounds cute. Price: $0.99 on iTunes, $1.99 on Android market

Device Requirements: iPhone, iPod touch, and iPad; 
Requires iOS 3.0 or later; Android 2.0 and up


Developmental Appropriateness: Two of the major questions I ask when it comes to developmental appropriateness are "Is it right for the targeted age group?" and" What skill is it trying to target?". At first glance, Monkey Preschool Lunchbox seems to be a solid app for preschoolers - the games cover topics that are appropriate for preschoolers. But the more I played it, the less I thought of the app. With the first question, the app says it targets 2-5 year-olds. This is certainly true. But like I've said before, this is a wide age range and a lot happens during these early years. Some of the games like color and spot the difference are fit for the really young ones, 2 to 3-year-olds, while other games like the puzzles and matching are more for the older kids, like 5-year-olds. You do not have the option of choosing which games to play, it's all part of one game. So 5-year-olds will be bored with some items, and 2-year-olds will find some items too difficult.


For the second question, I really question what the counting and letter tasks are measuring. First with counting - there is a lot to understand about numbers and it is often difficult to assess exactly what a child understands about numbers. Just because they can count to 10 doesn't mean they understand those numbers. In this task, the Monkey asks for x amount of fruit and you have to tap on that amount of fruit. So what is trying to measure? Verbal counting? No. The app counts for you. Enumeration (*see below for definitions) or one-to-one correspondence? Maybe, but not quite. The task only presents the number that is asked for - so when it wants 4 apples, there are only 4 apples on the screen. How do we know the child is not just tapping on everything that's on the screen? Cardinality**? No - again, we really don't know what the child is doing. Does the child really know that he or she just put 4 apples in the basket or did he or she just tap on everything on the screen?


*Enumeration: The process of saying the proper number words in sequence while assigning one and only one number word to each object. 
**Cardinality: Knowing that the last counting word provides the numerical value of the whole set of objects. For example, after a child counts "1 2 3 4 5" he then can say, "There are five apples."
Definitions are from: http://mathcgm.org/index.php


With the letter task, you are asked to select the fruit that begins with a certain letter. It shows a picture of the fruit and the word for the fruit. All the options are color coded (see picture in the video above). When it asks for the letter, it also shows the letter, and in the same color as the correct answer. So is it really measuring letter identification, or color and or letter matching? The target letter also never separates or is highlighted from the word. So you might hear A apple, but you never see it. Some of the fruits are also big words - like "cantaloupe." These longer words are hard for kids, especially those just learning their letters.


Numbers and letters may seem like they are easy things to learn, but they are not. They are very complicated symbols. Rating: 2/5 (aim for around 3 years)


Balance: The game is pretty simple. There are no extra hotspots or anything like that. The Monkey will do some flips when you get the right answer or shake it's head when you get it wrong, providing some cute feedback. The Monkey also makes noises, which after while, for me at least, got a little annoying, especially when you do the counting task really fast. But all in all, I think the graphics are cute and nothing too distracting. Rating: 4.5/5


Sustainability: After a few items, you get to pick a sticker. It never ceases to amaze me how much kids like stickers. There's a nice variety of stickers to choose from, but it's a little disappointing because you can't do anything with them. You can't even move them around once you've placed it on your sticker scroll. Furthermore, there's really only one level. The items never get harder - they just repeat over and over. Rating: 2/5


Parental Involvement: Other than to help the younger ones figure out what to do, I don't really see much of a role for parents here. Parents cannot see what progress is being are on the different types of items, and the items are simple enough that there is not much prompting to do in terms of strategy. Rating: 3/5 


Total: 11.5 out of 20 = 2 stars

Tuesday, January 24, 2012

Wheels on the Bus

Wheels on the Bus is an app from Duck Duck Moose and has received "best app" awards and high marks from folks ranging from Parent's Choice Foundation to the New York Times. It's based on the "Wheels on the Bus" song that almost every kid learns at some point, and that is now stuck in my head. Price: iPhone - $0.99, iPad - $1.99, Android - $1.99

Device Requirements: iPhone, iPod touch, and iPad; Requires iOS 3.0 or later; Android 2.1 and up


Developmental Appropriateness: This well-known preschool song is definitely appropriate for little kids, especially those who ride a school bus. For each verse, there are interactive features that illustrate the new phrase (wheels go round and round; wipers go swish... etc.) It's pretty fun. OK, this app may not be the most "educational" in the sense that it's not trying to drill a specific skill and I almost did not write this review. However, I thought that this app is a great example of how to use animation in an effective manner. Research has shown that at least with adults and older kids, animation can be more effective for learning than static pictures. This is of course if the animation is directly related to the to-be-learned information. Picture trying to teach verbs and adverbs like "gallop", it would be easier to show a video of someone or an animal galloping than to try to describe it with or without pictures. However, we often see animation used in frivolous ways, and not directly linked to teaching anything. While it may be only a handful of words or phrases, this app could be a good tool for teaching those specific vocabulary. Rating: 5/5 (aim for around 3 years of age)




Balance: For the most part, the animation is directly related to the lyrics. There are a few instances where 
they are not. Rating: 4.5/5


Sustainability: Some cool features are that the song can be heard in five different languages and played in a variety of instruments ranging from the violin to kazoo - a nice way to expose your child to different languages and instruments. You can also record you and or your child singing along. So if you don't mind hearing this song over and over again and having it stuck in your head, I can see playing with this app for more than just a few times. Rating: 4/5


Parental Involvement: The extra features (recording, languages, and instruments) is a nice way to involve the parents. The recording feature encourages parents to sing along and then allows them to share the recording with other loved ones who may have missed it. It would be nice to see a "blank" verse so parents can add on other verses and also so they won't OD on the same ones over and over again. Rating: 4.5/5


Total: 18 out of 20 = 5 stars