Bloom’s Taxonomy-
Remember: This app requires both students playing to pull
from what they’ve learned to quiz each other and prove that they’ve memorized
the terms and ID’s. One student has to give a definition or facts about the
term so that the other student can guess what is being described.
Content and Components- Authenticity: The app would work best in an educational classroom setting or even outside of the classroom in a group study setting. Curriculum Connections: App covers a wide range of curriculum in many subjects and grade levels. Only downside is that you cannot edit or add terms in the game function. Differentiation: App does not have different settings for students, but they can choose what grade level and content material they want to study. Publishing: Students cannot publish or export any of the evidence from the study set levels.
Logistics and Flow- The StudyPop app is very easy to use and students only have a certain amount of options to choose from on the app so they can’t get sidetracked and off topic in the app. There are no advertisements which helps keeps stay focused. The image and sound quality is great and very appealing to the eye. The app provides a great way to study with a partner so teachers can pair students up in the class and have them play the game together which would help with classroom management. The app flows very well and it works in an order that allows students to pick their study set, play the game with a partner, and then review what they missed and what they got right. The app cycles through all the terms and ID’s so each game of the study set is different but students still stay in the same study cycle of quizzing and reviewing.
Evidence of Learning- Research: The app challenges students over a wide amount of information to test their knowledge over many subjects and categories. Development: The app is set up in a way that students can quiz each other on certain study sets and then review the answer they missed so they can try again later. Presentation: The app does not really allow for any presentation except to show other the results of their games. Participation: Students are encouraged to use any type of information they know about a term to convey that term to their partner so they can guess the correct answer. Most of the game is focused on memorization and reciting definitions of the terms though. Design: The app could support creativity if students are willing to be imaginative with their hints for the terms that they’re trying to get their partner to guess.
Substitution vs. Transformation Model- Substitute: The app substitutes filling out a review worksheet or making flashcards to study terms and ID’s. Augment: The app turns studying terms and ID’s into a fun game that students can challenge each other with. Modify: The app allows students to verbally give information about a term or ID instead of writing down a textbook answer on a review sheet. Redefine: The app does not allow students to create and execute a new task, they are still studying just through a different mode than usual. Amplify: The app does not allow student to deepen their skills on a larger scale outside of their teacher and student interactions.
Content and Components- Authenticity: The app would work best in an educational classroom setting or even outside of the classroom in a group study setting. Curriculum Connections: App covers a wide range of curriculum in many subjects and grade levels. Only downside is that you cannot edit or add terms in the game function. Differentiation: App does not have different settings for students, but they can choose what grade level and content material they want to study. Publishing: Students cannot publish or export any of the evidence from the study set levels.
Logistics and Flow- The StudyPop app is very easy to use and students only have a certain amount of options to choose from on the app so they can’t get sidetracked and off topic in the app. There are no advertisements which helps keeps stay focused. The image and sound quality is great and very appealing to the eye. The app provides a great way to study with a partner so teachers can pair students up in the class and have them play the game together which would help with classroom management. The app flows very well and it works in an order that allows students to pick their study set, play the game with a partner, and then review what they missed and what they got right. The app cycles through all the terms and ID’s so each game of the study set is different but students still stay in the same study cycle of quizzing and reviewing.
Evidence of Learning- Research: The app challenges students over a wide amount of information to test their knowledge over many subjects and categories. Development: The app is set up in a way that students can quiz each other on certain study sets and then review the answer they missed so they can try again later. Presentation: The app does not really allow for any presentation except to show other the results of their games. Participation: Students are encouraged to use any type of information they know about a term to convey that term to their partner so they can guess the correct answer. Most of the game is focused on memorization and reciting definitions of the terms though. Design: The app could support creativity if students are willing to be imaginative with their hints for the terms that they’re trying to get their partner to guess.
Substitution vs. Transformation Model- Substitute: The app substitutes filling out a review worksheet or making flashcards to study terms and ID’s. Augment: The app turns studying terms and ID’s into a fun game that students can challenge each other with. Modify: The app allows students to verbally give information about a term or ID instead of writing down a textbook answer on a review sheet. Redefine: The app does not allow students to create and execute a new task, they are still studying just through a different mode than usual. Amplify: The app does not allow student to deepen their skills on a larger scale outside of their teacher and student interactions.