TeachMe: Kindergarten

$1.99! TeachMe Kindergarten teaches young users foundational literacy and numeracy skills. To begin, from the home screen, older users (13 years and older) can click the “+” button on the bottom of the screen to register a younger user. To register a young user, older users will need to enter the younger user’s name and then tap the blank image on the top of the screen to select an avatar. When finished, users should tap the “Done” button. Users will then be returned to the home screen, and they will need to select the young user’s name and avatar to…

Review Overview

A. Instruction - 6.5
B. Design - 7.5
C. Engagement - 7.1

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TeachMe: Kindergarten - Building Literacy and Numeracy Skills in Young Students

Summary : A reward-based approach to teaching literacy and numeracy skills

TeachMe Kindergarten teaches young users foundational literacy and numeracy skills. To begin, from the home screen, older users (13 years and older) can click the “+” button on the bottom of the screen to register a younger user. To register a young user, older users will need to enter the younger user’s name and then tap the blank image on the top of the screen to select an avatar. When finished, users should tap the “Done” button. Users will then be returned to the home screen, and they will need to select the young user’s name and avatar to begin.

Once selected, users will see a chart that shows the different instructional areas offered by the app, including math, spelling, sight words, and letter and number writing along with users’ progress made in each area. They can then tap an area, and the app will announce their current level. When ready, users can tap the “Play” button on the bottom right to enter Teach Town and begin the instructional units.

When users enter Teach Town, they will need to use the “Right” and “Left” arrows at the bottom of the screen to navigate it. In Teach Town are buildings, including the School, Fish Store, and Art Store. In the School, users complete problems, trace letters, and answer questions, and they earn coins and advanced levels if they correctly answer. If they are incorrect, the app provides them feedback along with another opportunity to answer the question. After correctly answering questions, users earn coins that they can spend around Teach Town.

To spend their coins, users will have to tap the green “Back” button on the top left of the screen. They can then navigate to the Fish Store and Pet Store. In them, users can purchase stickers and fish using their coins, they can add to their pictures and aquariums.

Returning to the home screen, older users can tap the “Help” button to learn more about the app. They can also tap the “Settings” button to view the registered users’ progress along with other advanced features. Finally, the “More” option shows users other apps by this developer that are available for purchase and download.

Instructional Ideas for TeachMe Kindergarten

  1. As part of independent study time, teachers can have their students use this app and monitor their progress. If teachers identify specific areas where students are struggling based on the progress charts in the app, they can provide additional instruction.
  2. When having teacher-parent conferences, teachers can recommend this app to parents/guardians to support their child’s learning at home.
  3. After students have spent time using this app, teachers can ask them to show them what they learned by replicating the digital activities on paper. For example, after learning how to trace the letter “e” in the app, teachers can have students use a pencil and write the letter on paper.

Screenshots of TeachMe Kindergarten

Screenshot of TeachMe Kindergarten

Ratings for TeachMe Kindergarten

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

Blanks indicate the dimension is not applicable to this app.