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Features

Price

FREE

Age Range

Early Childhood

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 pictures
Includes animation
Includes recorded voice
Add own voice
Includes text
Review Comments
Actions in Video gives children practice with simple sentences - in both receptive and expressive modes.
 
Watch a video and show you understand what is happening in the video by choosing an image of the person, action or object to formulate a sentence. The app uses colour coding to assist the child. The people are orange, the action verbs are yellow and the objects are green.
Record your voice saying the sentence shown in the video. The video are silent.
 
 
Content
5 action packs in each section each pack contains three action verbs
 
There are three levels of difficulty:
  • Easy - has 2 choices
  • Intermediate - has 4 choices
  • Difficult - has 4 mixed choices
 
 
Instructions
Choose either "person and action" or "person action & object".
You can watch a tutorial which provides a written instruction as to how to use the app.
  1. Watch a brief video of a person showing an action e.g. the girl is smiling
  2. Drag the image of the person (girl or man) onto the person square
  3. Drag the image of the action (smiling or walking) on to the action square.
  4. The written sentence is shown and the narrator reads the sentence
  5. Then record your sentence.
Use Rank (*)
Sentences Ranked 3rd of 13

(*) 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.
Sentences
There are rules which govern how words are put together to form a sentence. The student practises saying a whole sentence with correct grammar and vocabulary.

Domain Score Details
Learning Connection 4
Actions in Video provides opportunity to practice understanding and saying sentences. There is a lot of content in this app.
Authenticity 2
The child chooses images from a choice of 2 or 4. The child records their voice.
Feedback 2
This app uses errorless learning. IF the child triies to place the incorrect item in the square, it will bounce out. Feedback is not provided for the correct response.
Differentiation 3
User Friendliness 4
The child could use this app independently.
Motivation 2
This app could use some rewards and games.
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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.