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Features

Price

FREE

Age Range

Lower Primary & Upper Primary

App Type

Learning App

Version Reviewed

1.9

Android Available?

Is Android Available

Lite Version Available?

Is a Lite Version Available

Help Provided?

Is Help Provided
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Bloom's Thinking Process
CreatingBlooms Creating
EvaluatingBlooms Evaluating
AnalysingBlooms Analysing
ApplyingBlooms Applying
UnderstandingBlooms Understanding
RememberingBlooms Remembering
Adaptability
Includes text
Add own text
Review Comments
In the iRewardChart app the child earns rewards for completing the desired behaviour or task. This is called a token economy. As stars are collected, the child sees a tally of the stars that have been earned. By clicking on the balance, the child can then redeem the stars for rewards. The child can also earn a certificate which can be emailed.
 
Children's tasks are listed in a calendar format. The calendar dates use the American format of month/date.
 
Number of chores or tasks: This app allows you to add as many tasks as you want.
 
Picture of chore or task: This app is text based only.
 
Maximum tokens awarded per task: You can assign as many tokens as you like.
 
Rewards: Rewards are listed as text only. There is a list of rewards which comes with the app or you can add your own.
 
Students: Multiple students can use this app.
 
Password Protection: The reward section can be password protected.
 
 
 
Use Rank (*)
Reward Systems Ranked 12th 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
Rewards are a well established behavioural strategy. This app would suit children who could read.
Authenticity 3
Evaluating: The child can use this to self monitor their own behaviour. They simply press the star to record when they have completed a task or behaviour.
Feedback 2
The child knows when they have completed the task by receiving a token. Adults can easily track the number of tasks performed.
Differentiation 3
Photos can be added to child's profile only. You can add rewards and add the number of stars you need to get the reward. Rewards are written only.
User Friendliness 4
This app is easy to use and navigate.
Motivation 4
The child is motivated by earning a star and receiving the final reward. The child can also receive a written certificate.
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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.