Features | |
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Price FREE | |
Age Range Upper Primary & High School | |
App Type Learning App | |
Version Reviewed 2.3 | |
Android Available? | |
Lite Version Available? | |
Help Provided? |
Bloom's Thinking Process | |
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Creating | |
Evaluating | |
Analysing | |
Applying | |
Understanding | |
Remembering |
Adaptability | |
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Includes pictures | |
Includes animation | |
Includes recorded voice | |
Includes text | |
Includes images |
Review Comments | |
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Emotion Electric has two uses 1)to teach children to learn emotional vocabulary 2)to give children an opportunity to think about their current emotional state. This is an engaging app where the hosts, Jessica and Danny, discuss emotions.
The emotions are "frustrated, hopeful, amazed, anxious, lonely, bothered, astounded, happy, panicked, gloomy, infuriated, delighted, shocked, concerned, bored, grouchy, brave, startled, timid, jealous, furioius, thrilled, astonished, frightened, sad, irritated, confident, surprised, afraid, mopey, outraged, proud, perplexed, petrified, regretful, angry, cheerful, curious, worried, annoyed, cranky, calm, confused, stressed, terrified".
My Life
My Stuff
My Games (matching emotions)
What's the word?
Tap on the emotion to read and hear the definition.
This app can be used by up to four players.
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Use | Rank (*) | |
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Emotional Vocabulary | Ranked 11th of 64 | |
Mood Diary | Ranked 6th of 15 | |
Facial Features and Emotions | Ranked 5th of 7 |
(*) 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 |
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Learning apps are designed for a specific purpose. The authors claim to teach a goal, skill or concept. |
Bloom's Thinking Process |
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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 |
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The student creates new ideas, products or ways of viewing things. Activities include making, animating, designing, constructing, planning, producing and inventing. |
Bloom's Evaluating |
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The student justifies a decision or course of action. Activities include counting to check, hypothesising, critiquing, experimenting and judging. |
Bloom's Analysing |
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The student breaks the information into parts to explore understandings and relationships. Activities include explaining, ordering, inferring, comparing and organising. |
Bloom's Applying |
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The student uses the information in a new situation. Activities include implementing, carrying out, using, illustrating, classifying and categorising. |
Bloom's Understanding |
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The student comprehends the new information. Activities include describing, predicting showing understanding use a multiple choice. |
Bloom's Remembering |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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. |
Emotional Vocabulary |
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Emotional Vocabulary apps help children to label an emotion, to identify emotions in others or to identify their own emotion. Emotions should be related to what can be seen e.g. a smile means happy. It is also useful to link the emotion to an activity e.g. being last makes me cranky. |
Mood Diary |
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Children record their emotions. |
Facial Features and Emotions |
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Domain | Score | Details | |
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Learning Connection | 4 | This is certainly a fun app for older children and teenagers. The focus is on the child's own emotions and understanding their meaning. I wish the app included strategies for dealing with the emotions. | |
Authenticity | 3 | The child analyses their mood in the "moodosphere". The games are all multiple choice as the child chooses the written word to match the emotion showed in the picture. | |
Feedback | 2 | Feedback is provided in the game section only. | |
Differentiation | 3 | Luckily you can turn off the music. | |
User Friendliness | 3 | The child chooses their emotion in the "moodosphere". The emotions are spread over many pages and would be difficult to find. | |
Motivation | 4 | The games are terrific and would encourage children to return to this app. |
From the App Store | |
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Developer | |
App Store Rating (from reviews) | |
Current Version Rating (from reviews) | |
Current Version |
Developer's Description | |
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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.