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Bubble Popper +

Bubble Popper +
Features

Price

FREE

Age Range

All Ages

App Type

Leisure App

Version Reviewed

3.0

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
Review Comments
Bubble Popper+ is just as much fun as popping bubble in bubble wrap. We all know how popping bubble wrap is a fun way of relaxing built up emotional energy. I have also used this with pairs of students for joint attention - without the need for language.
 
As a cause effect app, the cause is a pop on a specific area. The more bubbles, the greater the fine motor skill required. The effect is visual (bubble pops) with an auditory pop.
Use Rank (*)
Joint Attention Ranked 7th of 18
Cause Effect Ranked 4th of 27
Physical calming Ranked 4th of 6
Top Apps for Psychologists Ranked 14th of 15

(*) 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.
Physical calming
There are times when children need to quickly release emotional energy. Physical calming apps may help in situations where the child is unable to punch a pillow or jump on a trampoline. Physical calming apps need to be non competitive and quick to open.
Top Apps for Psychologists
This is a list of the Top Apps for Psychologists

From the App Store
iTunes logo

Developer

MobTouch Inc

App Store Rating

(from 42 reviews)

Current Version Rating

(from 42 reviews)

Current Version

3.0
App 1st Screenshot
App 2nd Screenshot
App 3rd Screenshot
App 4th Screenshot
App 5th Screenshot

Developer's Description
This Bubble Popping game combines many awesome challenges in a single app!

Features include:

* Customizable size and appearance of the bubble sheet

* Realistic bubble appearance and popping sounds

* Leaderboards, achievements and multi-player games

* Scrolling through bubble sheet with your fingers, pinching to zoom in and out

* "Inflation mode" so you don't have to scroll through the screen

* Extra points to get better scores

And much more...

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.