The Opposites

The Opposites is a fast-paced word game that uses a wide range of vocabulary for users to distinguish relationships between groups of words. In The Opposites, a girl and boy call out words that users must match based on opposite word relationships. As the words are called out, they take up space on the screen. Users then must tap on a word and its opposite to make them disappear, which creates room for more words (if the screen fills up with unmatched words, the game is lost). There is a strategic element, in that some word bubbles are…

Review Overview

A. Instruction - 5.3
B. Design - 7.8
C. Engagement - 5.1

6.1

Summary : An app that comes together to make opposites attract!

This item is no longer available. (id:480194638)

The Opposites is a fast-paced word game that uses a wide range of vocabulary for users to distinguish relationships between groups of words. In The Opposites, a girl and boy call out words that users must match based on opposite word relationships. As the words are called out, they take up space on the screen. Users then must tap on a word and its opposite to make them disappear, which creates room for more words (if the screen fills up with unmatched words, the game is lost). There is a strategic element, in that some word bubbles are highlighted yellow, making users aware that pairing these words will allow for a “fruit break,” which creates a pause in delivery of words and allows users extra time to match words. Users complete each of the 10 levels in The Opposites by matching 12 word pairs. Users are also given the option to select the dictionary from the home page, which includes the definition of words and their opposites found in each level that build users’ vocabulary and assists them when playing the game.

Instructional Ideas

  1. Teachers can have students play this app individually as an additional instructional-intervention tool to help them understand word relationships.
  2.  Students can create a personalized dictionary using words from this app. To do so, students can copy down the word, its definition, and antonyms from the app’s dictionary.  Next, students can add to the entry by including a picture of the word, a list of synonyms, and an example sentence that uses the word. Once all the words from the app are included (or students come to a point in which they want to move away from the app), students can find words in texts that they are reading and add those words to their dictionary.
  3. Teachers can have students write the words found in the dictionary for various levels on individual index cards and use these cards to play a game of Memory with a partner.  When students make a match, they can be required to state both words’ definitions and use each word in a contextually correct sentence.
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

Screenshots

The app was not found in the store. 🙁

Screenshots

The app was not found in the store. 🙁