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Application Evaluation

Name: Brittney Vargas NAME of App: Teach your Monster to Read


Cost: Free Target Age: 3-8
What is this app all about? The app’s main goal is to get students to learn to read. The app is split into three levels. The first is working on building
the students phonological awareness. The second level is working on sight words and the third seeks to put it all together. There is a story that
students will follow about a monster who is trying to help monsters on other planets by completing tasks. In addition to the story, there are individual
mini games that would allow parents/teachers to have students work on their areas for improvement on specific sounds and letters. I would not use
this app as a sole base for learning, but as a reward activity.

Characteristic Evidence Comments

Active: Minds ON! ● App is very clearly laid out While this app is not the best for the Active characteristic,
● Purpose- active, attainable goal and would be easy to there are still elements that are good about it. In this app the
● Flexible learning and movement explain to a peer. goal is very clearly laid out. Students are to complete tasks to
● Appropriate level of student control ● Student is able to choose perform more tasks. All of the material builds on itself. The
and agency from two activities for each way that this is presented is there is a big goal for each level
task. with a series of smaller more attainable goals along the way to
● The activities call for the bigger goal. In the activities, students have an options
students to apply their from which to choose from. There is a good amount of student
knowledge which requires agency in this app, the story which they have chosen makes
them to be thinking about the material more appealing and relatable to the student.
they skills they are While the student is not an actual monster with a spaceship, it
learning. is still relevant because it plays into their interest of helping
● All goals set for the others and possibly monsters.
students are attainable
because they are working
their way through the
material in sections.
● Relevant material
● Student is in control of
their monster.

Engagement ● The student is in partial This app’s format does a great job of engaging students and
● Allows the student to stay on task control. The app is story pulling them into the story that has been created. While there
● Coherence Principle: Avoiding as driven and only has one is only one story path, in the end I think this is better because
many distractions as possible path. While this is the case students will not be overwhelmed with tasks. Only one task is
I would say that there is a presented at a time which leaves little room for distractions.
certain amount of student All material is presented in a game format which keeps the
● Meaningful feedback control. student's attention and motivates them to want to play the
● Progressive access to content (when ● The access to content in game more and earn the reward of stars. The format of the app
necessary) this app is progressive. A makes it so that a student must complete all the activities
● Motivation: Intrinsic and extrinsic student may not move before moving onto the next section. This ensures that the
forward until he/she has student has a knowledge base to build on. An area for
completed the activities improvement for this app would be improving the quality of
that are set up. Only after feedback given to the student. If a student does not follow a
each activity is completed directive or gets a question wrong the only form of feedback
does the student move to is sound for the incorrect answer and repetition of the
the next part. directions. It would be better when the student is in the
● Directions are repeated learning phase, the app asked a question. For example, if the
when the student does not tasks is to place all the ducks in the “sh” lake and the student
get the answer correct. places it in the “ng” lake the app could ask the student if “oo”
● Extrinsic motivation- sounds like “sh” in addition to the sound of an incorrect
student wants to get to the action.
next level, earn stars and
fruit. With the stars, the
monster can be further
customized.
● There are very limited
distractions, no adds, and
only one task is available at
a time.

Meaningful Learning ● Formatting encourages the This app does a good job of building on material taught
● Constructivism: Build on pre- student to use their prior because of the way it is set up. While the app does build on
existing knowledge (making knowledge itself, Students are not asked to go as far as I would like on
connections) ● The app pushes students to the higher order thinking skills. I would call it lower-mid level
● Higher order thinking skills apply what they have thinking skills. They are asked to apply knowledge, but are
● Relevant material learned in the games that not creating, evaluate or analyze. An aspect that I found
● Putting rote learning in context they play after the interesting was the role of rote learning in this app, it is a
“lessons.” small one, that is put in context. Rote learning can be very
● Rote learning is put in boring, this app made it so that it can have value and still be
context, first a learning fun for students to exercise their knowledge.
activity, then after the skill
has been worked with, then
it is thrown in other
activities for further work.

Social Interaction ● Students are asked to This app does not allow for multiple users at the same time
● Responsivity interact with on screen and does not allow for any sort of collaboration. There are a
● Multiple users engaged in mediated characters. lot of prompts to follow and tasks to complete, so there is a
interactions ● Multiple profiles are certain level of responsivity in the app for the student to
● Support development of parasocial available. interact with and respond to. Within the app there can be
relations with on-screen characters ● Students prompted to speak multiple profiles, but there can only be one used at a time.
to characters. Students are often prompted to read a sentence to their
monsters to give them directions and to talk and interact with
onscreen characters. That is the extent of the interaction for
this app.

Hirsh-Pasek, K., Zosh, J., Golinkoff, R., Gray, J., Robb, M., & Kaufman, J. (2015). Putting education in “educational “ apps: Lessons from the
science of learning. Psychological Science in the Public Interest, 16(1), 3-34.

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