Math Planet – For Grades 18
Free! Math Planet provides users with an engaging, gamebased interface to practice their math skills. When launching the app, users must enter their name and select an avatar to represent them. Next, users start on the first planet, and each planet contains multiple math lessons. (There are five planets total.) Users must complete all the lessons satisfactorily on the planet to advance to the next planet, which means they must answer the majority of the math problems correctly. If users answer a question incorrectly, Math Planet allows them to answer it again. Another feature from the main screen is the…
A. Instruction  6.5
B. Design  9
C. Engagement  7.7
77
7.7
Math Planet: An App for Math Gaming
Summary : Go Planet Hopping Powered by Math!
Math Planet provides users with an engaging, gamebased interface to practice their math skills. When launching the app, users must enter their name and select an avatar to represent them. Next, users start on the first planet, and each planet contains multiple math lessons. (There are five planets total.) Users must complete all the lessons satisfactorily on the planet to advance to the next planet, which means they must answer the majority of the math problems correctly. If users answer a question incorrectly, Math Planet allows them to answer it again. Another feature from the main screen is the Math Facts planet. By tapping it, users are able to choose if they want to practice their addition, subtraction, multiplication, or division skills. Once a skill is selected, users are presented math problems they are to answer. Once users answer a set of problems, Math Planet reports the problems where they did or did not demonstrate fluency.
Instructional Ideas
 After teaching a lesson or during free time, teachers can allow students to use this app for review or independent learning.
 After students become familiar with the types of problems included in this app, teachers can have students write paperandpencil problems for their classmates to solve. After a classmate solves the problem, the student who wrote the problems can grade his/her classmate’s work.
 Teachers can bring in manipulables (e.g., bowling pins, jump ropes, boxes, blocks, etc.) and have students create word problems using the manipulables. Students can write their word problems on paper or by using an Office app, and their classmates will have to solve them.
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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