Elementary School mlearning
Incorporating apps into education through Mobile Learning!
Math Splash Bingo
Example: Is the question reads 15+3 You will look for the number 18 on your board.
Once you find it, you will tap it and a new equation will be shown.
You win the game when you get all 5 answers in a row (in any direction) answered.
This game would help students practice math problems on their own whether they are at home or at school.
The game keeps track of how many right and wrong answers you guess to check your progress.
You then get to read what you have created and see if it makes sense.
This is a good way for students to understand the proper use of words while having fun!
If you tap on any one of the letters, the letter is said out loud, which helps the students trying to spell the word find the proper place that it should go.
This exercise would assist those children that are just beginning to link words they hear into actually spelling them out.
At the start you can choose which object you want to use, ex.) bubbles, butterflies, trains, etc. and which difficulty, ex.) 6 cards, 12 cards, 20 cards.
In the picture, I chose an exercise of 12 cards with bubbles.
Like any other matching game, the student would try to pair the matching bubbles. To do this, he/she would need to remember where they were located.
This is a great memory activity for young students!
There are 2 ways to play the app.
1) The app tells you to set the clock to a certain time (ex.1 o'clock) and the student will then have to adjust the hands on the clock to read that time
2) Th app tells the student to stop the clock at a certain time, (ex. 6:18), and the student must carefully count as the clock ticks to stop it at that certain time.
This app asks the student questions.
When asked about a car, the exercise asks "Where does this belong?" The student then has an option of dragging the car to the land or the ocean.
When asked about a group of 3 apples and 1 orange, the exercise asks, "Which is the odd one out?" The student has to tap the one that is different than the others (the orange).
When shown to shapes of different sizes, the exercise asks "Which one is larger?" The student has to tap on the shape that is larger.
Once the student has gone through a few activities they get rewarded within the game by receiving prizes.
This app was designed to provide children with a fun game that would stimulate all major areas of the brain.
They tasks begin basic and adapt in difficulty to match the appropriate level of the child.
There is a parent and teacher corner where they can view the child's/student's progress.