Name of app:
DNA Play
Appropriate age group:
Ages 5+
Summary of app:
The purpose of this game, is for students to play with genetic code and use their creative minds to create different types of creatures. They also learn about different physical features, such as: eating certain foods, running, or skateboarding. Reviews say that this app is engaging, hands-on, and intuitive.
Two ways to use in practicum:
Name of app:
Teachley: Subtractimals
Appropriate age group:
Ages 5+
Summary of app:
This is a great math game for students to learn about subtraction by using block models and number lines. The game uses visual models and rewards of mysteries illustrations to help students understand the concept of subtraction. The reviews say that this app is engaging, a conceptual approach, and promotes fluency.
Two ways to use in practicum:
Name of app:
Codeable Crafts
Appropriate age group:
Ages 5+
Summary of app:
This is a simple drawing tool for students, introducing computer coding. They can draw on animal templates, name them, and then animate those using coding blocks. The students can be creative and share their pictures for other to see. The review say how this app is fun for kids, creative, and exploring and experimenting.
Two ways to use in practicum:
DNA Play
Appropriate age group:
Ages 5+
Summary of app:
The purpose of this game, is for students to play with genetic code and use their creative minds to create different types of creatures. They also learn about different physical features, such as: eating certain foods, running, or skateboarding. Reviews say that this app is engaging, hands-on, and intuitive.
Two ways to use in practicum:
- This app could be used in a science lesson in regards to DNA and how DNA makes us who we are. They can learn by placing DNA or removing DNA how the creatures change, demonstrating how DNA is crucial part of who we are.
- This app would also be great for the creative minds of students. They can use their creativity and imagination to create creatures and explore with them. This could be used in the morning during quiet play time or even during indoor recess but on their own time.
Name of app:
Teachley: Subtractimals
Appropriate age group:
Ages 5+
Summary of app:
This is a great math game for students to learn about subtraction by using block models and number lines. The game uses visual models and rewards of mysteries illustrations to help students understand the concept of subtraction. The reviews say that this app is engaging, a conceptual approach, and promotes fluency.
Two ways to use in practicum:
- This would be a great app during math stations. With a class filled with twenty students and not many teachers, this would be a great way to keep students enhanced in math while having fun. They could work on an IPad during math stations and play this app and then the teacher could do a small assessment by asking the students to demonstrate subtraction from the game.
- This app would be a great way to introduce subtraction to the class. The teacher could play with the students using the Smart Board. She could have students come up to the board and demonstrate what subtraction is.
Name of app:
Codeable Crafts
Appropriate age group:
Ages 5+
Summary of app:
This is a simple drawing tool for students, introducing computer coding. They can draw on animal templates, name them, and then animate those using coding blocks. The students can be creative and share their pictures for other to see. The review say how this app is fun for kids, creative, and exploring and experimenting.
Two ways to use in practicum:
- This would be a great app to use during art class. The teacher could have students work on this app after they have completed an assignment. This app uses creativity and lets the students explore the idea of using different tools, using technology, and creating something on their own that they can share.
- This app would also be great for reading stations. With this app, students can create their own stories. The teacher could read a read aloud story and stop near the end of the story, then have an assignment asking the students to create an ending to the book and share among their tables. This way they can be creative and have fun using drawing tools and coding blocks.