Review Overview
A. Instruction - 8
B. Design - 9
C. Engagement - 7.7
8.2
SumQuest: Adding Numbers has Never Been so Fun!
Summary : Gamifying the Additive Property
Once in the game, digital dice appear, and users must tap the screen to roll them. The app will then report the number rolled, and the game board is presented. Users have to select number tiles that add up to the number they rolled. For example, if users rolled a 7 with the dice, they will need to tap 5 and 2, 3 and 4, 1 and 6, or other number combinations (e.g., 1 and 1 and 5) that add together to make 7. In addition, there is a “Wild” tile that can be selected, which allows users to pick any number to add to their sequence, so it equals the number rolled. Once users click the numbers, the app adds them together, and they then are to roll again. This process repeats until all the number tiles on the board are used. Once finished, the app reports the user’s stats, such as time taken to play the game, penalties for incorrect answers, tiles remaining, and more! Once they complete a board, users can play the game again.
Instructional Ideas for SumQuest
- As students are learning the additive property, teachers can allow students to play this game in class. While they are playing, teachers can make sweeps of the room to monitor their progress and provide support, as needed.
- For students who need extra practice, teachers can recommend this app to their parents/guardians, so students can practice at home.
- To continue encouraging students to practice, teachers can buy the physical version of this game. Teachers can then have students play it in the classroom.
Ratings for SumQuest
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 |
Blank ratings indicate the dimension is not applicable to this app