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Working4

Working4
Features

Price

$2.99

Age Range

Early Childhood & Lower Primary

App Type

Learning App

Version Reviewed

1.70

Android Available?

Is Android Available

Lite Version Available?

Is a Lite Version Available

Help Provided?

Is Help Provided
Bloom's Thinking Process
CreatingBlooms Creating
EvaluatingBlooms Evaluating
AnalysingBlooms Analysing
ApplyingBlooms Applying
UnderstandingBlooms Understanding
RememberingBlooms Remembering
Adaptability
Add own pictures
Includes text
Includes images
Review Comments
Working4 is a token economy app. That is, the app gives a child a token for completing a behaviour or task. The child sees how many tokens they need to earn to achieve a reward.
 
Choose the number of tokens from one to five. Then choose up to six rewards or goal pictures.  See a bright yellow screen with the text "I am working for:". the picture of the reward is shown as an incentive for the child. Tap on a star after completing each task. Tap "Cash In" and the reward flashes.
 
Number of chores or tasks: Add  up to six reward charts.
 
Picture of behaviour or task: This is not included with this app.
 
Maximum tokens awarded per task: From one to five.
 
Reward: There are 55 reward pictures. These are the Mayer-Johnson PCS pictures. Unfortunately, you can't change the text on the pictures. For Australian children, I would like to change the spelling and some of the vocabulary names (e.g. cookies, marker). You can also add your own reward pictures from your photo library or camera. However, you can not add text to these pictures. Sometimes the pictures appear squashed as the app attempts to make them fit the square.
 
When you choose a reward, the background of the picture turns blue. However, there are four pictures that already have a blue background. This means you can't tell when they are selected.
 
Languages: Working4 also uses Spanish if the iPad is set to Spanish in the settings section.
 
Password Protection: This is not available in this app.
 
This is a silent app. The child needs the adult to explain the system and to read "I am working for" if they child is not literate.
 
 
Use Rank (*)
Reward Systems Ranked 20th of 26

(*) This app has been ranked according to its' effectiveness to achieve the learning goals and strategies listed. Some apps may rank highly for achieving a specific use and lower for other uses. Some students will learn and engage with one app more than others, because of the individual nature of us all.

Learning App
Learning apps are designed for a specific purpose. The authors claim to teach a goal, skill or concept.
Bloom's Thinking Process
Bloom's Taxonomy is classification system used to explain the behaviours important in learning. Apps range from simple memory tasks such as flashcards apps through to creative apps which ask students to create an original story or video.
Bloom's Creating
The student creates new ideas, products or ways of viewing things. Activities include making, animating, designing, constructing, planning, producing and inventing.
Bloom's Evaluating
The student justifies a decision or course of action. Activities include counting to check, hypothesising, critiquing, experimenting and judging.
Bloom's Analysing
The student breaks the information into parts to explore understandings and relationships. Activities include explaining, ordering, inferring, comparing and organising.
Bloom's Applying
The student uses the information in a new situation. Activities include implementing, carrying out, using, illustrating, classifying and categorising.
Bloom's Understanding
The student comprehends the new information. Activities include describing, predicting showing understanding use a multiple choice.
Bloom's Remembering
The student recalls information they know. Activities include matching, 'fill in the blank', making a choice, answering using a multiple choice, naming a group.
Learning Connection
How well does the app teach the targeted skill or concept? This is the area where we refer to current research and pedagogy to evaluate the efficacy of the app.
Authenticity
Authenticity looks at the manner in which skills are learnt. Authentic apps use real life or genuine activities. Students learn in context rather than in a contrived or rote fashion (such as flashcards).
Feedback
Feedback needs to be specific and result in improved performance. Feedback should be supportive and encouraging rather than negative. Data should be available to support decision making.
Differentiation
Differentiation is the ability to customise the app to suit the student. The ability to record you voice, customise text, add pictures and alter settings enables individualisation of the app.
User Friendliness
User friendliness is a measure of how well a student can use the app independently. Some apps are simply intuitive to use. Others include audio or visual prompts which support the student.
Motivation
All apps are engaging the first time they are played. However, students with diverse learning needs may need to return to the app many times. Motivating apps offer rewards,games or incentives.
Reward Systems
Reward systems encourage positive behaviours. They can be used to reward social skills, organisation and completion of tasks. An example is a token economy where children earn tokens, stickers or stars for positive behaviours. These tokens are later exchanged for rewards. Also see Calendar apps.

Domain Score Details
Learning Connection 4
Working4 is a very basic token economy app which replaces the Velcro board so often used in therapy. It would be nice to see some additional features such as voice or some fun animations to increase the motivation of this reward system.
Authenticity 3
The child can evaluate or self monitor their behaviour.
Feedback 2
The child or adult taps on the star to earn a token.
Differentiation 2
The adult can choose the number of tokens and up to 6 rewards. You can add your own rewards.
User Friendliness 2
The child would need an adult to explain how this app works. I would like to see a voice recording added for the child who can't read or who doesn't know the picture rewards.
Motivation 2
This is a simple reward system. There are many other reward systems with more exciting features. I hope Working4 considers adding some more pizazz to this app to make it more appealing.
From the App Store
iTunes logo

Developer

Pyramid Group Management

App Store Rating

(from 1 reviews)

Current Version Rating

(from 1 reviews)

Current Version

1.97
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Developer's Description
Everybody likes a visual reinforcement system. Using this app, you can let someone know what he’s working for, how much work he needs to do, and how close he is to earning a reward for that work. You can use this for lessons in school, chores at home, getting your children to eat their vegetables, and much more! Start the app by selecting the number of tokens (1-5) your student must earn. Then set up your student's reinforcer choice board by selecting 1-6 items from our pre-loaded symbol library or your own photo library. To delete a picture from the teacher choice screen just press down on an image for 5 seconds. Show the choice board to your student to select what to work for and then begin your lesson. Each time a student earns a token, slide a token to the empty dot. Once the student has earned all of his tokens, push the "cash in" button to show your student what he's earned! The token board resets to start the next deal or you can create a new choice board for your student to select a new reinforcer.

This app is now available in American English and Brazilian Portuguese. To enable Brazilian Portuguese please make sure your Apple device is set to use Portuguese as its main language via Settings->General->International.

Visit www.pecs.com for more information on using visual reinforcement systems.

Feature Summary
•Select number of tokens for each deal (1-5)
•Customize student choice board to include up to 6 images selected from preloaded images or images in your photo library
•Bright token board to contrast with materials on student's desktop
•Token board shows student what he's working for, how many tokens he needs, his progress in the deal.
•Student "cashes in" at end of deal by pushing button. Earned item is highlighted and tokens return to start

Disclaimer: The evaluations and rankings information provided here are based solely on the opinion of the author and are for informational purposes only. Families should seek professional advice before making decisions regarding interventions for their child.