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Pocket Pond 2

Pocket Pond 2
Features

Price

FREE

Age Range

All Ages

App Type

Leisure App

Version Reviewed

1.4.4

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
Review Comments
Pocket Pond has the look and feel of a fish pond. Touch the fish pond and hear the sound of the water rippling. Watch the fish dart out of the way. The background sounds are lovely. Children enjoy playing this together.
 
For joint attention practise, I encourage children to stay very quiet until the fish come. Then they both disturb the water and watch the fish swim away.
 
The cause is a tap on a specific fish. The effect is visual (fish swims away) and auditory (brief water splashing sound).
 
Use Rank (*)
Joint Attention Ranked 7th of 18
Cause Effect Ranked 10th of 27

(*) 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.

Leisure App
Leisure apps are games designed for fun but can still offer a wonderful opportunity to support the student's learning.
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.
Joint Attention
Joint attention is when two people are paying attention to the same thing. They are both aware that they are sharing attention. Joint attention involves alternating your eye gaze from the object to the person. Apps for joint attention should not be competitive and easy for both people to play at the same time. Also see sensory apps.
Cause Effect
Cause Effect is a thinking skill. The child learns the connection between an action and it's consequence. Children learn, "I do something and something happens". Also see sensory apps.

From the App Store
iTunes logo

Developer

TriggerWave LLC

App Store Rating

(from 21 reviews)

Current Version Rating

(from 21 reviews)

Current Version

1.4.4
App 1st Screenshot

Developer's Description
Raise, feed, breed, play with, and sell thousands of different kinds of koi. Decorate your pond and make it beautiful!

Splash the interactive water and play with your new koi family, then visit your friends' ponds to see what they've named their koi!

Then go fishing at the Mystery Pond to catch new koi for your ponds!

Note: Pocket Pond 2 is totally free to play, but certain items cost real money. To disable this feature, turn off in-app purchases.

Features:
- Thousands of koi breeds to collect
- Totally interactive koi will bite your finger and swim around in response to your touch!
- Visit your friends' ponds!
- Beautiful, serene ponds with relaxing ambience
- Decorate your ponds any way you'd like
- Interactive pond creatures including
* Frogs
* Turtles
* Hummingbirds
* Dragonflies
* Crabs
- Name your koi, creatures, and ponds!
- Go fishing at the Mystery Pond with a rod and bobber!
- Totally free to play with NO advertisements!
- No Internet connection required to play!


Looks great on all devices, but especially good on the new iPad!

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.