Review Overview
A. Instruction - 6.5
B. Design - 9.3
C. Engagement - 6.3
7.4
A My First Wish Little Smart Spell and Learn Mania Quiz: An App for Spelling
Summary : Spelling Practice Made Easy
A My First Wish Little Smart Spell and Learn Mania Quiz provides young users with spelling practice. After launching the app, users can tap the “Play” button. The app will then show users an image along with blank spaces and letter tiles. Users are to tap the letter tiles to spell the word represented by the image. As they do, the letters appear in the blank space. If users spell the word correctly, they are awarded points. If they spell the word incorrectly, they are given another chance to spell it again. If users need a hint, they can tap the “Star” button. To clear the letters, users can tap the “Arrow” button, and they can clear extra letters by tapping the “Trash Can” button. As users progress through the spelling practice, they advance in levels and earn the occasional gift.
Please Note: There is a multiplayer option, but some of its functionality is limited and/or unclear.
Instructional Ideas
- Teachers can have students complete spelling practice using this app at home or in class during transition times.
- For additional practice with the spelling words, teachers can require students to write a sentence for each word they spell using this app. Students can write their sentences on paper or using an Office app, and they can turn in their sentences after they finish practicing their spelling with this app.
- To motivate students to practice spelling, teachers can create a friendly class competition that lasts a day, week, or month. The student who spells the most words and advances to the highest level before the competition ends wins!
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 |