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Say It... Or Not?

Say It... Or Not?
Features

Price

FREE

Age Range

Upper Primary

App Type

Learning App

Version Reviewed

1.1

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 text
Review Comments
This app gives children practice reflecting on their own behaviour, and deciding if it is socially appropriate or not.
 
Instructions
There are 12 levels. The child must pass a level by getting 80% correct, before they can move to the next level.
 
The child reads a scenario then answer a question about their behaviour by choosing from 2-3 options.
 
Level 1 Example
 "Your dad gives you an iPhone 6 for Christmas. You wanted an iPhone 7. You say 'unfair. My friends will laugh if I haven't got the newest phone'. How does your dad feel about what you said". Then choose from the option of Sad or Delighted
 
Level 3 Example
"Your brother asks if you would like the last piece of pizza or if he can have it. You are still hungry and it's your favourite kind. What should you say or do?" 1) Let's split it. I'm still hungry 2) No, it's my favourite. It's all mine 3)Too bad. I want it.
 
 
 
 
Use Rank (*)
Social Understanding Ranked 5th of 38

(*) 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.
Social Understanding
Social understanding apps provide opportunities for children to gain an understanding of the social world. These may explain the hidden curriculum of social rules and etiquette. They help increase the awareness of the thoughts, behaviour and feelings of others. They may provide suggestions of ways to interact with peers.

Domain Score Details
Learning Connection 4
This app would be useful as part of a program which targets improving a child's ability to understand their own motives, emotions and actions. It could useful as part of a program teaching theory of mind to older children.
Authenticity 2
The music, voice, sound an titles can be turned off.
Feedback 2
Receive a tick when correct. When incorrect, a punitive sound is heard. No feedback is provided. A score out of ten is shown for each level.
Differentiation 1
All settings are fixed.
User Friendliness 3
Some instructions on the goal of the tasks would be useful. The child would need to be literate to use this app independently.
Motivation 2
Stars are used to track the child's progress.  Earn coins which can used to play games and at a 'store' where the child buys clothing items to drewss a character.
From the App Store
iTunes logo

Developer

Janine Toole

App Store Rating

(from 3 reviews)

Current Version Rating

(from 3 reviews)

Current Version

1.2
App 1st Screenshot
App 2nd Screenshot
App 3rd Screenshot
App 4th Screenshot
App 5th Screenshot

Developer's Description
** Happy Frog Apps is a Mom’s Choice Award Winner! Also featured on FunEducationalApps.com, TeachersWithApps.com, and more! **

The “Say It... Or Not?” app helps children with autism understand and practice what to say… and what not to say… in real-life social situations. Filtering thoughts can be a challenge for children with autism or ADHD. This app helps children find appropriate words for over one hundred common social situations. Kids also learn to think about how their words make other people feel.

The “Say It… Or Not?” app gives your child the social filtering skills they need to better manage social situations at home, school and in the community.

What parents say about our awesome apps:
*** 5 stars! Brilliant! An app that understands how kids actually learn. Thank you.
*** 5 stars! Your social skill apps are excellent!

“Say It… Or Not?” provides:

- More than 100 situations frequently faced in a student’s everyday life, from annoying siblings to forgotten homework to unwanted birthday gifts.

- Each situation can play out in four different ways. Students practice identifying how specific responses would make their friend feel and whether it is okay to say. For each situation where they might want to say something negative, students identify what is okay to say in that situation.

- Students progress to the next level only when mastery of the current skill is demonstrated.

- 'At a glance' reporting shows you instantly how your learner is progressing.

- The fun Reward Center motivates even hesitant learners.

Most exciting, this app offers independent AND therapist mode. In independent mode, answers are displayed and the learner taps the correct answer.

In therapist mode, no answers are displayed. For each question, the student answers orally and the therapist taps whether the learner's oral answer was correct or incorrect. Both modes earn coins for the Reward Center.

Our apps are designed for and tested by typical and special needs children. Testers include children with Autism and other special needs. Our apps work for them! Our apps are also suitable for adults dealing with aphasia or learning English as a Second Language.

To evaluate the app, download the free version, which has one free book. Additional levels and additional players can be accessed with in-app purchases. (All levels can be purchased for $2.99 -- price may change.)

If you prefer no in-app purchases, download the School Edition (SE) version of this app, which includes all levels and up to 10 players.

We take customer service very seriously! If you ever have a problem or find that we've missed something, contact us at our website and we will do our best to fix the problem. 

www.HappyFrogApps.com

Our apps are safe for kids. We collect NO private information in our app. None! Our apps do not allow unrestricted web or social media access. We conform to the Children's Online Privacy Protection Act.

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.