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Features

Price

FREE

Age Range

All Ages

App Type

Learning App

Version Reviewed

1.0.0

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
Add own pictures
Add own text
Review Comments
This for That: Token Store is a token economy app. That is, the app gives a child a token for completing a behaviour or task. The child sees how many tokens they need to earn to achieve a reward.
 
Give children tokens for completing tasks which they can cash in for rewards or reward activities.
 
Chores or tasks: Add as many as you like. The chores or tasks are written only.
 
Rewards: Add a picture of the reward and assign the number of tokens needed to earn the reward.
 
This is a silent app. The child needs the adult to explain the system and to read the tasks if the child is not literate.
 
Use Rank (*)
Reward Systems Ranked 23rd of 26

(*) 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.
Reward Systems
Reward systems encourage positive behaviours. They can be used to reward social skills, organisation and completion of tasks. An example is a token economy where children earn tokens, stickers or stars for positive behaviours. These tokens are later exchanged for rewards. Also see Calendar apps.

Domain Score Details
Learning Connection 4
This for that provides a simple token based reward system.
Authenticity 1
The child adds a token when they have completed a task.
Feedback 1
Feedback is not usually provided in calendar or schedule apps.
Differentiation 2
Add pictures and text.
User Friendliness 2
Children would need adult assistance as this is a text based system.
Motivation 3
Children earn tokens towards rewards.
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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.