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…

Review Overview

A. Instruction - 7
B. Design - 8.4
C. Engagement - 7.4

7.6

Crazy Plant Shop: An Engaging App for Genetics

Summary : Adding Interaction to Plant Genetics!

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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

  1. 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.
  2. 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.
  3. 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
A2. 21st Century Skills
A3. Conn. to Future Learning
A4. Value of Errors
A5. Feedback to Teacher
A6. Level of Material
A7. Cooperative Learning
A8. Accom. of Individual Diff.
B1. Ability to Save Progress
B2. Platform Integration
B3. Screen Design
B4. Ease of Use
B5. Navigation
B6. Goal Orientation
B7. Information Presentation
B8. Media Integration
B9. Cultural Sensitivity
C1. Learner Control
C2. Interactivity
C3. Pace
C4. Flexibility
C5. Interest
C6. Aesthetics
C7. Utility
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