Friday, March 30, 2012

Barefoot World Atlas

Barefoot World Atlas was created by Touch Press and is an interactive 3D globe. This app boasts narration by geographer and BBC TV presenter, Nick Crane and illustrations by artist David Dean and it packs a lot of info in. I'm telling you all this to soften the blow of the price tag - it might be worth it... Price: $7.99


Device Requirements: Compatible with iPad.Requires iOS 5.0 or later.


Developmental Appropriateness: This app is a pretty cool and offers up tons of information about the world. Kids will love the interactive nature of it as it makes it way more interesting than if they were handed an atlas book or books about countries. There's really a "discovery" aspect to this app. I also like that all the text can be read aloud to you so that a beginning reader can also learn some new facts. There are some words that are linked to definitions, which is helpful to learn some new vocabulary. It would be even better if it highlighted the key words that could be repeated to help keep the focus and even reinforce pronunciation (e.g. country names or animal names)  - there's a lot of text, which can be overwhelming for younger kids. The illustrations are kid friendly and the app also includes many photographs as well. As a reference tool, the information here is appropriate for young elementary aged kids and this app is a great way to engage them in a topic they might otherwise find boring. Rating: 4.5/5 (aim for around 8 years)


Balance: There is sooooo much information here. Kids can get lost in it and lose focus or they just might lose interest because they don't really have a purpose and thus don't know what they should be looking at. The app is pretty easy to use and it contains a couple of overall menu's - you can choose what region, country, or feature. It might be more helpful to break it down even further - menus for animals, food, etc., so that kids can focus in on a topic too.  As is, I view this app more as a reference tool, but to take it to that next step of being more of a teaching tool, any features that could help focus or in a way, limit the information they access at a given moment, would help. Rating: 4/5


Sustainability: Again, there is so much information here that kids can keep coming back and discover something new. What I find lacking is a goal or purpose. It'd be great if there were some prompts or activities that could help guide the kids to specific information. Things like, "Where would you like to go on vacation?" Or "Discover five new animals" - just very general prompts for searching. I really think this would help enrich their experience. Rating: 4/5


Parental Involvement: This is an app where I think parents might be more likely to assume that if their child is using it, they must be learning. There is no doubt that this app contains great educational information. But I really caution parents - because there is so much information, so much to click through and see - kids may not actually absorb the information as much as they could be. This is definitely an app where I would encourage parents to take an active part - they might actually learn something too. Rating: 3/5


Total: 15.5 out of 20 = 4 stars


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

Thursday, March 29, 2012

AR Flashcards

AR Flashcards was developed by Mitchlehan Media, LLC. AR here, stands for augmented reality. Take a look at the pic and video - it's kinda cool. It's like a virtual projected 3-D image. But is it beneficial for learning? Price: $1.99

Device Requirements: Compatible with iPhone, iPod touch, and iPad.Requires iOS 3.1.3 or later


Developmental Appropriateness: So the way this works is that you have to download and print out flashcards. Then using the app on your device, you point the camera at the cards and the virtual 3d image will show up on your screen. You can then tap on the image on your screen and it will label the letter and animal. Or, if you so happen to own TWO iOS devices, there is no need to print out the cards - you load the cards on one device and use the other to view. (Warning - This latter method may make you feel like an Apple ad, as it did for me!) Ok -so the technology aspect of this is awesome. I think kids will be fascinated by it and will want to try all the different cards. And of course, alphabet letters is appropriate material for toddlers to be learning. So anyway to engage them in the material is great. BUT - and I think those who are more regular readers of this blog know what's coming.... I don't think these AR cards are the best for learning. They are like pop-up books, actually, they are even more novel and interesting than pop-up books. And research has shown that pop-up features can be distracting to children when it comes to learning the intended material. Do they like it? Yes. Do they learn as much as they would without the pop-up features? No. At this age, they are simply too easily distracted. Rating: 3/5 (aim for around 3 years).


Balance: Please don't get me wrong here - I like pop-up books and I like this whole AR thing. So maybe there are ways to make it less distracting. For example, with this app, when the image pops up, it covers the letter all together. Out of sight, out of mind. And yes, I guess you can look at the cards on their own, but who's really going to do that when it's so cool to look at it with the app? So any way to highlight the to-be-learned material would make this better. In this case, the to-be-learned material are the letters, not the animals - and that does not really come through. Rating: 2/5


Sustainability: I think kids will want to show everyone this app. So in that sense, I see long term use. But again, the focus would be on the AR, not the letters. Rating: 4/5


Parental Involvement: I think there's some potential in this area. If parents have to print out the cards, it makes them have to have at least some initial involvement, which may lead to more overall involvement.  Also, the AR aspect will make this interesting for parents - so there's a something for the kids, and something for the parents too. So hopefully, this app will make parents want  to be involved, which is really needed to help kids see beyond the AR images and focus on the letters too. And I'm also hoping that if the kids are excited about the images, it could lead to more conversations about the letters and animals. Rating: 4/5


Total: 13 out of 20 = 3 stars


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

Wednesday, March 28, 2012

Mathrat

Mathrat was created by boaneo and targets counting and basic math skills. For each problem you get correct, you are awarded a piece of virtual candy. It is called Mathrat because every few problems or so, a rat will comes and steals a piece of candy unless you tap on the rat before he can get to the candy. How unfair! Price: $2.99

Device Requirements: Compatible with iPad.Requires iOS 4.0 or later.


Developmental appropriateness: There are six levels to this game - starting from counting to simple addition, subtraction, and finally larger and smaller than - all fit for a beginning math learner. I like that the app presents each problem with coins that you can count. So for counting, it would ask for 7, and you would move 7 coins to the purse. It's actually a bit too easy cause the app counts the coins aloud as you put them in the purse so you really just have to keep adding until you hear the right number. Anyway, coins, or in the math world, "manipulatives" (objects used to solve or illustrate math problems/concepts) are often used to help kids with math. However, as the problems get harder, the app doesn't allow you to use them as flexibly as manipulatives are designed to be. For example, to solve 2+3, the app allows you to move 5 coins to the purse, counting them 1 to 5. Often, kids would make a group of 3, then a group of 2, and then count all of them, or better yet, start with the group of 3, and add on the other group, counting, 4, 5. This app does not really highlight the grouping. Sure, you can kinda form groups before putting them into the purse, but overall, the design does not encourage the use of these types of strategies. Also, the app does not allow you to kinda have a "final answer" or to review before submitting. So although I like that the chips are there, which is more than a lot of apps that just present the problem and ask for an answer, I wish it took it a bit farther. Also, for some rounds, instead of chips, you are just presented with numbers - why not put them in order, like a number line, which is often helpful for kids. And for the quantity comparisons, it would ask for something like 2 < ? and all the numbers are at the bottom. So basically almost all the numbers are correct answers, but you are only allowed to put one. That's kinda weird and potentially confusing. Rating: 3.5/5 (aim for around 5 years)


Balance: Now about the rat. OK, I get that this is just a little fun element. Kids don't want their hard earned candy stolen, so the rat keeps them on their toes. It might be funny. On the other hand, it introduces "stealing" and if kids find it funny that the rat is stealing the candy, they might imitate that. That's really a more minor point. What I'm more worried about is that it may be distracting. Instead of concentrating on the problem, kids might be worried about the rat coming to get their candy - which they earned fair and square, or the rat might break their concentration if it sneaks in during a problem. 


Update: There is a setting that allows you to turn off the rat, or just have him appear, without stealing the candy.


Also, most of the graphics are very kid friendly, but then the hand that presents the problems and the voice over seem to not match. Rating: 3.5/5


Sustainability: The plus is that there are 6 levels that get harder with different tasks. You also earn medals for how well you performed on each level. There is also suppose to be a settings and reporting feature - it does not appear on my version. I see now that there is an update for this specific fix. I updated, and still don't see it, maybe the update did not go through? In any case, the goal appears to simply be to unlock all the levels and earn all the top medals. Rating: 4/5


Parental Involvement: Pretty much a one person game. Parents can review the game stats. Rating: 3/5


Total 14 = 3 stars


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

Friday, March 23, 2012

iSammy

iSammy was created by Merx Global LLC for 4 to 8 year-olds and is an e-Book about Sammy the Suitcase. This e-Book differs from others in that it leaves a word blank on each page that you and child can fill in and record, taking the involvement with the story to a different place than if just reading a story. It also provides a boy or girl mode, which basically changes whether the boy or girl character in the story becomes a bigger character and more easily identified with. Kinda interesting, right? Price - Free (For now at least)

Device Requirements: Compatible with iPad.Requires iOS 3.2.2 or later.


Developmental Appropriateness: The story is about a suitcase that has travelled with a family on many trips but is then left in the attic, passed over for newer suitcases, but then finds a new purpose. So it allows for many opportunities for conversation - traveling, different types of vacations, feelings, etc. The fill in the blank feature really does amplify these opportunities. Parents have to help their child figure out what words are appropriate to finish the sentence and in so doing, could spark conversations of their own experiences. I also like the idea of having the boy or girl option to help your child identify better with the character in the book. Children can learn a little bit about how to take their own perspective - for example, a girl choosing the girl option could think about their own favorite toy or a girl choosing the boy option could learn about taking the perspective of others and think about what a boy's favorite toy would be as opposed to her own. 


But let me point out that this app really does have to be used with a parent. They will need help filling in the blank. More importantly, the app does not read to you, so someone who can read will need to be present. It would be nice if there was the option for it to be read, especially after everything has been filled out so folks can hear the complete story. In terms of usability, again, I think it requires an adult to help record the words and erase if they want to redo. Although I appreciate that this app almost forces a parent to be present, I'm sure parents would also appreciate the option for their child to independently use the app. Rating: 4/5 (aim for around 6 years).


Balance: There is a lot going on here. There is a squirrel and a moose on every page that repeats your recordings in a funny voice. Otherwise, they have nothing to do with the story. There are also a lot of hotspots on each page, none of which really forward the story. Some make sense in that they show the functionality of the objects in the room (e.g. tapping on a light and it turns on), and others are purely just for fun (e.g., tapping on the suitcase makes it jump up). Several even just repeat throughout the pages, so it's not even anything new. In fact, there are so many hotspots that they often get in the way of turning the pages. I seriously found it quite frustrating to turn the pages - and maybe this was not just because of the hotspots. Perhaps, luckily, we have a parent present to help focus the child back on the story, but I think that all these other hotspots can take away from the co-reading conversation. Rating: 2/5


Sustainability: I at first thought this would be great in terms of sustainability, because you can erase the recordings and add in new words all the time. But then a closer look at the types of blank words left me thinking that it's really not all that flexible. Some of the blanks require pretty specific answers, and different answers don't really change the story all that much. I feel the story itself was written to help provide prompts for conversation, so as a story on it's own, it may not become a favorite, unless maybe you're a family that travels a lot and has lots of travel stories. Rating: 3.5/5


Parental Involvement: What I like most about this app is its approach to getting parents involved. Recording the words is a fun way to incorporate technology and also serve as prompts for conversation. Rating: 5/5


Total: 14.5 out of 20 - 3 stars


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

Thursday, March 22, 2012

Finding the right balance...

I recently wrote a post for Curated Book Apps for Kids about finding a balance with the different types of interactive features within an app. This off course is one of my categories in my reviews and I think it is important to explain to you my views on the categories I've chosen to base my reviews on, as I did with Parental Involvement. So here it is again, but please also go to the original post and see what Curator Mom has to say about the parallels with museum exhibits for kids.


"One of the criteria in my reviews is Balance. This is probably one of the hardest components for me to judge. There are so many possible combination of features in an app and other contextual factors that it is almost impossible to research and say x, y, z, are good features and a, b, c are not. It truly is about finding a balance between incorporating features so that kids will be engaged, but not distracted.

So let me break this down further. I think of features in three ways:

Just for fun features– These features don’t add much to learning. Think of hotspots that make things animate or reveal hidden objects – fun for kids to discover, but are probably distracting from the relevant content. I (and my colleagues) have conducted many studies on pop-up books and have found that kids learn better with a plain version of the book than from the pop-up version. I think the tabs to pull or wheels to spin are similar to hotspots – kids get very into discovering what these features reveal.

Well, you might say, these types of hotspots can help learning. For example, in a counting app, there are five flowers, and tapping each flower makes it dance, and the child can count as they tap on the flowers. It’s a good thought. But, if the pop-up findings hold true, the kids will just like seeing the dancing, and not really think about the one-to-one correspondence of the flowers to numbers. I have found the same effect with pop-up books when trying to teach letters, numbers, animals, and facts with different kinds of pop-up books – the effect is strong, regardless of the domain and presentation of the pop-up features. Kids are really just interested in the physical interaction with the pop-up features.

This is not to say these just for fun features should not be used. Kids love them. Pop-up books have been shown to be useful to engage kids in literacy, especially at-risk or kids with learning disabilities.

Relevant to direct learning features – Examples of these features are if you tap on a word, the definition appears or tracing letters to help letter recognition. They are meant to directly enhance the learning. These features have potential but could be less effective than you may think – at least in the initial times of use. In a study where I compared a plain alphabet book with an identical one where the letters where made out of sandpaper, a method often used in Montessori preschools – the idea being that the sandpaper will encourage tracing and thus heighten letter learning – the findings were the same with the two types of books. In this case, having the extra sandpaper features did not hinder learning, but it also did not lead to more learning than the plain book. Another more surprising result was with a study where I had parents read a book about camouflage – either pop-up or a plain version. I actually thought the pop-up book was great – pulling a tab would reveal an animal out of camouflage from behind a bush or tree. It really illustrated the concept of camouflage. Parents thought so too – as we found that they elaborated more on what camouflage is with their child when reading the pop-up book than when reading the plain version. However, despite their parent’s effort, when asked what camouflage means at the end of the reading, the children were able to explain camouflage better when reading the plain book than when reading the pop-up version!

Now, there is a possibility that with time, these types of features may yield better results as the novelty wears off.

Active thinking features – Here, I think of features that prompt you to answer a question or somehow make you think about what you have just read or completed. These real time scaffolding features can be highly effective. TV studies have found that the format of programs like Blues Clues or Arthur is effective because they have moments where they pause and ask their audience questions. It may seem weird at first for the characters to be silent and wait, but it works – it makes the viewer go from a passive to active viewer. I’ve not seen this type of feature as much in apps yet – of course this may not be appropriate for all apps. But I’d like to see more features try to shift the child from passive to active thinker (not just active doer).

So, in the end, I don’t have any real answers here – there is no formula for what types of features should or should not be included. It really depends on the app itself and what the aim of the app is. And of course the age of the child matters – the younger they are, the more easily distracted they can be. Finally, it is especially important to think about the balance of features when it comes to apps because the research thus far show that the life span of an app is fairly short – short sessions, and short duration. Often, with other types of media, some of the distracting qualities of features lessen as a kid spends more time with playing with whatever it is. The novelty of the “cool” things they can do wears off, at which point, hopefully, they start concentrating more on the to-be-learned content (still, this is not a guarantee). However, given the seemingly shorter lifespan of an app, we might not have the time to wait for the novelty effect to go away. So I hope that thinking about features in these three ways will help developers find the right balance for their app."

Tuesday, March 20, 2012

Makego

Makego is an app created by Chris O'Shea, a British artist and designer. He uses  "technology to make the unimaginable come to life. Inventing new approaches that explore play, human behavior and engagement through interaction design and the visual arts." What does that mean in terms of Makego?  Price: $0.99 (on sale right now).


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


Developmental Appropriateness:  So this app does not really have any "educational" content, at least not in the way that the apps I've been reviewing do. But what makes this app so interesting is the innovative way it's blurring the line between virtual play and "real world" play. I at first didn't get what Makego was about - until I saw the picture and video below. Ohhhh.... I get it, the iPhone becomes the toy - (and this does seem more fitting to be used on an iPhone rather than an iPad because of the size). Without "real world" toys coming into play, the app really doesn't come to life on its own. But when used as intended - to augment the traditional sense of pretend play - that's when it gets interesting. Research has shown that pretend play is important to children's cognitive development, so if this app helps to get kids engaged in it, that's a win. It currently provides three premises - race car, ice cream truck, and boat. So it gives kids an easy start to create their own world and story. Further, it brings in a sense of realism - so rather than the kid making the vroom vroom noise, the app does or rather than pretending there are customers for the ice cream truck, the app provides them. While this added sense of realism is nice, is it taking away from the pretend play aspect that helps cognitive development? The child is now taking on less roles mentally, they are not the car nor the customers. But on the other hand, maybe it encourages the child to develop a richer pretend environment by adding on details and providing some interaction that the child may not otherwise have had on their own. I don't know the answer. Maybe like with almost all research, it's a little of both - this will lead some children to run away with their imaginations, and lead other children to get less creative because they are using the app as a crutch. But I do like this app as it opens the door to viewing digital devices in different ways. And maybe in the least, buying this app is way cheaper than buying a toy car, ice cream truck and boat (of course assuming you've already purchased the iPhone for yourself). Rating: 4/5 (aim for around 5 years).


Balance: Some of the interactive features are nice, like actually being able to sell virtual ice cream. Some might be a little limiting in terms of creating a world outside of the app. For example with the boat, the boat develops so many holes that need patching (why does the boat break so much in the first place?!) and ducks keep coming up for bread that it might keep the child from creating his or hers own world around the boat. Rating: 3.5/5


Sustainability: Pretend play can be endless. And I think kids will really enjoy the novelty of using the iPhone as the toy itself. I can't wait to see what new vehicles are next. Rating: 5/5


Parental Involvement: Parents may have an added incentive of keeping an eye on their device to get involved in the pretend play. ha. A goal of this app is to create an opportunity for cooperative play, and I think this app successfully does so, at least for the beginning when the idea of this type of device usage is so novel to children and adults. Rating: 5/5


Total: 17.5 out of 20 = 5 stars

Monday, March 19, 2012

Kids! Learn to Draw by Walter Foster

Kids! Learn to Draw by Walter Foster was created by MEDL MOBILE and is a step by step drawing app. The initial app is free (At least for right now) and comes with 3 lessons. You can then buy more packs of lessons on topics of your choosing. Price: Free

Device Requirements: Compatible with iPad.Requires iOS 4.0 or later.


Developmental Appropriateness: Who hasn't seen those drawing books that show you how to draw a dog or an airplane by tracing some simple shapes? Well, this is exactly that, but digitized. Nice idea. The interface is easy to use and there are a lot of opening instructions. I like the idea that this app could really separate itself from the drawing books in that there can be kinda like a "tutor" with you, providing instructions. Here's the thing - my drawings kinda sucked! I mean, I'm not the most artistic person, but I don't think I'm too awful. There's something about using your finger to draw instead of a pencil or paint brush. Since the app is capable of providing verbal instructions, I wish it went farther. It could provide tips and more feedback, like suggesting what tool is best to create that type of line. I also found it hard to do some of the fine, little lines - the screen just didn't seem to be picking those up as well. This type of instruction would be great for kids who are more serious about art. But all in all, I think kids will like trying to draw objects they didn't know how to before - a nice addition to the many free form art apps out there already. Rating: 4/5 (aim for around 7years)




Balance: As I said, the interface is pretty simple and easy to use. The beginning is a lot of text and instructions that are read aloud - I wonder if it could have been make more kid friendly. Rating: 4/5


Sustainability: Looks like there are many many packs for purchase, so if you're willing to spend the money, this app could go a long way. Otherwise, there is a mode to draw anything you want. Rating: 4/5


Parental Involvement: Parents who like to draw may like this app too. But the lessons are pretty much just for one. The sharing comes into play when you save or email the completed drawings for all to see. Rating: 4/5


Total: 16 out of 20: 4 stars.