Sushi Monster
[ios_app id="512651258"] Sushi Monster is a game-based math app that builds users’ addition and multiplication skills. In the game, users are given a series of target numbers and a set of sushi numbers. To advance levels, users must correctly add or multiply the sushi numbers to align with the target numbers in order to feed the Sushi Monster, and users must make these calculations within a certain timeframe. Instructional Ideas After learning how to add and/or multiply, students can play this app to reinforce their newly learned skills. If appropriate, teachers can create a classroom competition that uses this app…
A. Instruction - 5.1
B. Design - 7.8
C. Engagement - 8
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Summary : An app that finally combines sushi with addition and multiplication!
[ios_app id=”512651258″]
Sushi Monster is a game-based math app that builds users’ addition and multiplication skills. In the game, users are given a series of target numbers and a set of sushi numbers. To advance levels, users must correctly add or multiply the sushi numbers to align with the target numbers in order to feed the Sushi Monster, and users must make these calculations within a certain timeframe.
Instructional Ideas
- After learning how to add and/or multiply, students can play this app to reinforce their newly learned skills.
- If appropriate, teachers can create a classroom competition that uses this app to identify which student(s) can add and/or multiply the quickest in class.
- If there is free time during the day, or if a student finishes his/her work and must wait on peers before the teacher can continue with the lesson, the student who finished early can play this app. In this way, the student will continue to engage academic content while waiting for peers.
A1. Rigor
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A2. 21st Century Skills
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A3. Conn. to Future Learning
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A4. Value of Errors
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A5. Feedback to Teacher
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A6. Level of Material
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A7. Cooperative Learning
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A8. Accom. of Individual Diff.
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B1. Ability to Save Progress
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B2. Platform Integration
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B3. Screen Design
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B4. Ease of Use
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B5. Navigation
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B6. Goal Orientation
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B7. Information Presentation
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B8. Media Integration
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B9. Cultural Sensitivity
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C1. Learner Control
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C2. Interactivity
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C3. Pace
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C4. Flexibility
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C5. Interest
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C6. Aesthetics
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C7. Utility
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Screenshots