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Features

Price

FREE

Age Range

Upper Primary

App Type

Learning App

Version Reviewed

1.2.1

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
Includes images
Review Comments
ExpressionArcade uses a space theme to give children practice performing emotions and starting conversations.
 
The emotions are "anxious, confused, silly, impatient, excited, guilty, relaxed, nervous, interested, angry, distracted, annoyed, sad, worried, powerful, bored, depressed, embarrassed, guilty".
 
There are three activities:
 
Spin It
Hit "spin" and an action and a feeling is shown. The child needs to perform the action showing a feeling. For example, the child does the action "put on your shoes" while showing the feeling "proud".
 
Chatter
Hit "go" and read a conversation starter. The child could practice this with a peer or an adult.
 
Face It
This is similar to spin it, but instead of reading the action and emotion, icons are shown.
 
 
 
Use Rank (*)
Emotional Vocabulary Ranked 2nd of 64

(*) 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.
Emotional Vocabulary
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.

Domain Score Details
Learning Connection 4
This is a fun way to encourage children to practice performing emotions with the goal of increasing their emotional vocabulary. It could also be used with other children in a "charades" game as children could take turns guessing the emotions shown by each other with the goal of identifying emotions in others.
Authenticity 4
Children actively perform the emotions shown.
Feedback 1
Feedback would need to be provided by an adult.
Differentiation 3
All settings are fixed.
User Friendliness 2
Children would need an adult to help them understand the icons or emoticons and to provide feedback.
Motivation 3
The space theme is cute and children would enjoy the activities.
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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.