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Age Range

Primary & High School

App Type

Learning App

Version Reviewed


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
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Review Comments
GoalTracker is a fun way to track and reward positive behaviours. This text-based chart shows children their "challenges" or tasks in a weekly calendar.
Number of tasks: This app allows you to add as many tasks as you want. Each task is listed on the calendar. You can nominate the day of the week for that task. For example, if the task is packing your school bag, you can list it for Monday to Friday only. Each child can have multiple calendars too.
Picture of task: This app is text based only.
Tokens: There are 42 fun tokens including smileys, animals, hearts and stars. I wish you could remove a token which has been added accidentally.
Rewards: There is a thermometer which fills and grows as you move towards your goal. Rewards are listed as text only. Once you achieve your goal you see a statement "Congratulations. You have reached your goal! Your reward is __" and you earn a trophy.
Students: You can make a chart for as many students as you like.
List of charts: The charts are called challenges. They are a text list and are listed alphabetically.
Password Protection: Not available.
Use Rank (*)
Reward Systems Ranked 11th 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 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 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 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.
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
GoalTracker is easy to read and easy to set up. The clear, uncluttered look of the app would suit children on the spectrum. I will use it for my older students as it doesn't have that early childhood theme of many star charts.
Authenticity 3
Evaluating: The child can use this to self-monitor their own behaviour. They simply press the calendar on the current day to record when they have completed a task or behaviour.
Feedback 2
The child can give themselves tokens when they finish the task. The student hears a 'ta-da' sound when they achieve their goal.
Differentiation 3
GoalTracker is text based. Add your goals and rewards simply to the calendar.
User Friendliness 4
Students would need to be able to read to use this chart. They find it very easy to add their tokens and chart their progress.
Motivation 4
The child can watch their progress on the thermometer. Children like the fun token and enjoy earning their 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.