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Practicing Pragmatics Fun Deck

Practicing Pragmatics Fun Deck
Features

Price

$5.99

Age Range

Lower Primary & Upper Primary

App Type

Learning App

Version Reviewed

3.0

Android Available?

Is Android Available

Lite Version Available?

Is a Lite Version Available

Help Provided?

Is Help Provided
Sharing
Email
Bloom's Thinking Process
CreatingBlooms Creating
EvaluatingBlooms Evaluating
AnalysingBlooms Analysing
ApplyingBlooms Applying
UnderstandingBlooms Understanding
RememberingBlooms Remembering
Adaptability
Includes recorded voice
Includes text
Includes images
Review Comments
Practicing Pragmatics gives children practise answering questions about social skills.
 
Practicing Pragmatics includes 52 flashcards of colourful cartoon type pictures. The child can read the question or click on the screen to hear it read.
 
Questions are about politeness, problem solving, giving information, expressing feelings and staying on topic. The child sees a picture of a social situation and is asked what they would do. This promotes discussion about social behaviours between the adult and child.
 
 
Use Rank (*)
Social Understanding Ranked 19th 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 3
These social skills are popular goals for children on the spectrum. Children may need extra practice applying this learning to new situations.
Authenticity 2
Remembering: The child needs to answers the question. I wish students could record their voice on to the app to improve their interaction with this app.
Feedback 2
The adult decides if the answer is correct (green button) or incorrect (red button) and taps the corresponding button. Data on the number of correct responses is available to the adult and these results can be emailed at the end of the game.
Differentiation 3
You can add multiple students and have 5 children playing at a time. You can choose all or some cards to play. You can turn shuffling on or off.
User Friendliness 4
The app requires that an adult is present to decide if the answer is correct and to provide feedback. The app itself is very easy to use and navigate.
Motivation 2
The first time the child uses this app, it is lot's of fun. I would like to see some additional rewards of motivators to keep the child coming back to this app on more than one occasion.
From the App Store
iTunes logo

Developer

Super Duper, Inc.

App Store Rating

(from 2 reviews)

Current Version Rating

(from 2 reviews)

Current Version

3.8
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Developer's Description
This colorful, educational social skills App for the iPhone®, iPad®, and iPod touch® has all 52 illustrated picture flash cards (plus audio of the text on each card) from the Practicing Pragmatics Fun Deck® by Super Duper® Publications. Select the cards you want students to see, and have them answer social skills questions about Politeness, Solving Problems, Feelings, Giving Information, Requesting, Telephone Skills, and Staying on Topic.

This App is simple to use — each student looks at an illustration, and either reads the prompt or touches the screen to listen to the prompt. The student then gives a verbal response. After each answer, tap the green (correct) or red (incorrect) button to score the student’s verbal response. Move to the next card by sliding the card currently on the display screen to the side. To move to the next player, tap the bar at the top of the screen and select a name. You can also advance cards and players automatically by selecting the Auto-Advance option in the Game Options menu. You can leave a game temporarily and return to it later by selecting Pause Game from the menu. To return to the game, select Continue Game from the main menu. When you finish, view the results in a graph, and print or email your data.

Practicing Pragmatics Fun Deck® App lets you:
• Use the app in portrait or landscape orientation.
• Select all 52 cards or just the ones you want students to see.
• Track correct and incorrect responses for an unlimited number of players.
• Advance players and cards manually or automatically.
• Receive feedback for incorrect and/or correct responses
• Discontinue game play and continue at any time.
• View results in a graph and see which questions a player missed during a session.
• Print, E-mail and share your results.

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.