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Features

Price

FREE

Age Range

Early Childhood & Lower Primary

App Type

Learning App

Version Reviewed

1.2

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
Includes images
Review Comments
The Reward Chart is a fun star chart for the week. Instead of only stars, the child can choose from a large range of fun and colourful stickers. Stickers include fruit, shells, fish and everyday objects.
 
Each child can see a brightly coloured weekly calendar and can drag their stickers on or off the chart with ease. The Reward Chart allows you to make reward charts for up to four children. You can add up to five tasks or goals for each day.
 
There is only enough room to fit one sticker next to each task. If you only have one task to teach (e.g. Sitting on the toilet), then you could name each task "sit toilet". In this way the child could earn up to five stickers a day.
 
This chart would be particularly useful for young children as there is limited reading involved.
Use Rank (*)
Reward Systems Ranked 13th 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
The Reward Chart is useful for rewarding children for up to five tasks each day over seven days of the week.
Authenticity 3
Evaluating: Children can use this app to self monitor their own behaviour. They simply press the number to record when they have completed a task or behaviour.
Feedback 2
Feedback is in the form of a reward sticker. The adult would need to provide verbal feedback.
Differentiation 2
You can change the name of the task, but only using around 2 words. I wish you could add in your own stickers. You can add a photo to the profile of each child.
User Friendliness 4
The child simply taps on their photo to see their weekly chart. Children can move the stickers around easily.
Motivation 4
This is a fun reward chart with engaging colours and stickers.
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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.