Crazy Plant Shop EDU
[asa_item id="889385107"] Crazy Plant Shop teaches users about plant genetics through a game-based experience. In the app, users run a plant shop and their customers make requests for specific types of plants. Users are to fill their customers’ orders by matching the plants they have in stock with their customers’ requests. As they do, users earn money, which they must use to pay rent and enter competitions. The app also provides users with specific information for each plant that includes its genotype and a dictionary that defines key terms related to plant genetics. In addition, users are provided a machine…
A. Instruction - 7
B. Design - 8.4
C. Engagement - 7.4
76
7.6
Crazy Plant Shop: An Engaging App for Genetics
Summary : Adding Interaction to Plant Genetics!
[asa_item id=”889385107″]
Crazy Plant Shop teaches users about plant genetics through a game-based experience. In the app, users run a plant shop and their customers make requests for specific types of plants. Users are to fill their customers’ orders by matching the plants they have in stock with their customers’ requests. As they do, users earn money, which they must use to pay rent and enter competitions. The app also provides users with specific information for each plant that includes its genotype and a dictionary that defines key terms related to plant genetics. In addition, users are provided a machine to breed plants based on the genetics, and they can enter the plants they created in different competitions.
Instructional Ideas
- As users sell plants to their customers, they can keep a log of the different plants they sold. Teacher can then use the logs into a mini-research project. To do so, teachers can have students select a plant from their log and research it by completing a graphic organizer or a 3-2-1 about the plant. The graphic organizer may require students to compare their plant to other types of plants, classify their plant, or analyze its different traits. A 3-2-1 could require students to research three ways the plant can be used, two areas where the plant grows naturally, and one question they have related to the plant. Students can complete the graphic organizers or 3-2-1 using an Artwork Production or Office app.
- Teachers can have a friendly class competition to see which student can earn the most money for their store in a week or win the most competitions in this app. Students can log the money they raised for their store using a chart hung in the classroom, so students can see their classmates’ progress, which could be motivational.
- Teachers can have students use this app to breed plants. As they do, teachers can require students to create a Punnett Square. Students can then explain the Punnett Square to a partner, and the partner can give feedback. When ready, the students can swap roles and the other student can explain his/her Punnett Square. Teachers can then have the both students partner with another pair of students and all four students can discuss their Punnett Squares.
A1. Rigor
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A2. 21st Century Skills
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A3. Conn. to Future Learning
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A4. Value of Errors
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A5. Feedback to Teacher
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A6. Level of Material
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A7. Cooperative Learning
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A8. Accom. of Individual Diff.
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B1. Ability to Save Progress
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B2. Platform Integration
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B3. Screen Design
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B4. Ease of Use
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B5. Navigation
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B6. Goal Orientation
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B7. Information Presentation
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B8. Media Integration
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B9. Cultural Sensitivity
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C1. Learner Control
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C2. Interactivity
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C3. Pace
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C4. Flexibility
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C5. Interest
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C6. Aesthetics
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C7. Utility
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