...................................Learning Object..................................
Mathletics
http://www.mathletics.com.au/
Mathletics is a Mathematics domain based program aimed at all age group from prep to year 12. Mathletics (2013) is a curriculum based schooling program, getting students to participate in mathematical games online. Students can verse other students from all over the world. Using in 10,000 school and by 3.5 million students. The program encourages students to participate on the Math’s program at least 3 times a week to achieve a certificate and to excel into the next level. Many school use the program as like a weekly reader, students must access the site 2-3 times a week, outside of school time. Off all the students who gain a certificate at the end of the week, go into the draw to win free time. This is a very good program but it does not help the students who do not have the internet at home or have access to it. Mathletics has been proven to help students and increase national mathematics testing. The types of questions are in the layout of test questions and if a student still is struggling with the question the ‘problem solving’ section of the program give student the skill to work out the answers. (O’Neill, Donaghy & Perekupka, 2005)
Mathletics is a Mathematics domain based program aimed at all age group from prep to year 12. Mathletics (2013) is a curriculum based schooling program, getting students to participate in mathematical games online. Students can verse other students from all over the world. Using in 10,000 school and by 3.5 million students. The program encourages students to participate on the Math’s program at least 3 times a week to achieve a certificate and to excel into the next level. Many school use the program as like a weekly reader, students must access the site 2-3 times a week, outside of school time. Off all the students who gain a certificate at the end of the week, go into the draw to win free time. This is a very good program but it does not help the students who do not have the internet at home or have access to it. Mathletics has been proven to help students and increase national mathematics testing. The types of questions are in the layout of test questions and if a student still is struggling with the question the ‘problem solving’ section of the program give student the skill to work out the answers. (O’Neill, Donaghy & Perekupka, 2005)
Deep Sea Phonics
http://www.bbc.co.uk/bitesize/ks1/literacy/phonics/play/
The game 'Deep Sea Phonics' is a game developed for grade 1 students. The game involves you hearing a word and breaking down the sounds heard in the word. Example: fish f_i_sh or paint p_ai_n_t. phonemic awareness is hearing, identifying and choosing the correct sounds and spelling patterns for the word. In my classroom i would use this game as an engagement tool used for the first 15 minutes of a direct phonics lesson or as a literacy rotation activity. the BBC website also provides a work sheet, with the same layout of the game for the children. This type of program follows the synthetic phonics approach to learning. This approach has been proven to be effective by the
Australian Government Department of Education, Science and Training (2005) as apposed to other phonics theories.
Phonemic awareness must be taught explicitly by teachers form a young age to create capable readers. Continually use of programs lick this that solely focus on breaking up the sounds head in words, will increase all students spelling and reading skills.
The game 'Deep Sea Phonics' is a game developed for grade 1 students. The game involves you hearing a word and breaking down the sounds heard in the word. Example: fish f_i_sh or paint p_ai_n_t. phonemic awareness is hearing, identifying and choosing the correct sounds and spelling patterns for the word. In my classroom i would use this game as an engagement tool used for the first 15 minutes of a direct phonics lesson or as a literacy rotation activity. the BBC website also provides a work sheet, with the same layout of the game for the children. This type of program follows the synthetic phonics approach to learning. This approach has been proven to be effective by the
Australian Government Department of Education, Science and Training (2005) as apposed to other phonics theories.
Phonemic awareness must be taught explicitly by teachers form a young age to create capable readers. Continually use of programs lick this that solely focus on breaking up the sounds head in words, will increase all students spelling and reading skills.
Super Why! (app)
https://play.google.com/store/apps/details?id=com.beancreative.superwhy.android&hl=en
Super Why! is a fun interactive literacy game created for young children 3 - 6 years old. This app would be used in a classroom setting within a prep class. The app was developed around the four main characters of the TV show of the same name: Super Why! The app has four games, one for each character which focus on one key literacy skill. the four games are:
ALPHA PIG’S LICKETY LETTER HUNT
Help Alpha Pig find his way home by identifying the letters he needs to follow the alphabet path. That’s Alphabet Power!
PRINCESS PRESTO’S WANDS-UP WRITING
Help Princess Presto make objects appear by identifying letter sounds, tracing letters on the touch screen, and writing words. Spectacular Spelling!
WONDER RED’S RHYMING TIME
It’s time to rhyme! Help Wonder Red find the rhyming words missing from her Wonder Words Basket.
SUPER WHY’S STORY SAVER
Super Why...to the rescue! Help Super Why save the day by selecting words to complete sentences that fit the story.A study done by Chiong, C & Shuler, C (2010) have proven that the app Super Why! when used by children 3-6 will improve their literacy skill by a minimum of 10% after two weeks of use. The app is an effective way to promote literacy skills for young children. Children recognise the characters from the TV and enjoy the humor, incentives, limited waiting times, fresh content and learning goals. The app is age appropriate and the learning context match the users. As the app is for individual play i would do one of two things with it in the classroom. On a Friday afternoon instead of silent ready, we would have app time or use it as a fun literacy rotation.
Super Why! is a fun interactive literacy game created for young children 3 - 6 years old. This app would be used in a classroom setting within a prep class. The app was developed around the four main characters of the TV show of the same name: Super Why! The app has four games, one for each character which focus on one key literacy skill. the four games are:
ALPHA PIG’S LICKETY LETTER HUNT
Help Alpha Pig find his way home by identifying the letters he needs to follow the alphabet path. That’s Alphabet Power!
PRINCESS PRESTO’S WANDS-UP WRITING
Help Princess Presto make objects appear by identifying letter sounds, tracing letters on the touch screen, and writing words. Spectacular Spelling!
WONDER RED’S RHYMING TIME
It’s time to rhyme! Help Wonder Red find the rhyming words missing from her Wonder Words Basket.
SUPER WHY’S STORY SAVER
Super Why...to the rescue! Help Super Why save the day by selecting words to complete sentences that fit the story.A study done by Chiong, C & Shuler, C (2010) have proven that the app Super Why! when used by children 3-6 will improve their literacy skill by a minimum of 10% after two weeks of use. The app is an effective way to promote literacy skills for young children. Children recognise the characters from the TV and enjoy the humor, incentives, limited waiting times, fresh content and learning goals. The app is age appropriate and the learning context match the users. As the app is for individual play i would do one of two things with it in the classroom. On a Friday afternoon instead of silent ready, we would have app time or use it as a fun literacy rotation.
Martha Speaks - Dog Party
https://itunes.apple.com/au/app/martha-speaks-dog-party/id343675996?mt=8
Martha speaks - Dog Party, is an app created for children 3-7 to developed their vocabulary. the app is made up of four games that all aim to improve the users vocabulary.
CHOW TIME
Players pick a plate to match the right word and then have their dog lick it clean by moving each dog's tongue around with their finger. Eww! The game introduces these words: striped, nature, nautical, mauve, triangular, colorful, teal, round, square, rectangular, floral, superhero, checkerboard, diamonds, numbers, letters, crimson, instruments, vehicles, and astronauts.
MARTHA SAYS
In this self-leveling game, players listen for Martha's "Martha Says" command to get her doggie friends to sit, walk or run. The game introduces these words: pace, stroll, amble, dart, gallop, sprint, halt, freeze, and rest.
DOGGIE DRESS UP
Accessorize the Dog Party guests. Choose among four different dogs and a wide variety of accessories. Players can even take a portrait of their favorite pooch. Pictures are automatically saved to your Photos album (sunflower icon on iPhone). The game introduces these words: stylish, designer, style, fabulous, accessory, fashionable, and portrait.
POP QUIZ
Players take this balloon-popping quiz to reinforce and test their knowledge of the vocabulary words. See how many points you can score!
Pre and post test done on literacy development by Chiong and Shuler (2010) of the Martha Speaks Dog Party app. Children between the ages of 4-7 were tested and the results showed that 20% or more vocabulary was gained after playing the game for a minimum of two weeks. Most vocabulary gain by 5 year olds of 27% (Chiong and Shuler 2010). All of the children tested really enjoyed creating silly outfits for the dog. This personalised the game for many children. Engaging them in creating and showing of their creations.
Martha speaks - Dog Party, is an app created for children 3-7 to developed their vocabulary. the app is made up of four games that all aim to improve the users vocabulary.
CHOW TIME
Players pick a plate to match the right word and then have their dog lick it clean by moving each dog's tongue around with their finger. Eww! The game introduces these words: striped, nature, nautical, mauve, triangular, colorful, teal, round, square, rectangular, floral, superhero, checkerboard, diamonds, numbers, letters, crimson, instruments, vehicles, and astronauts.
MARTHA SAYS
In this self-leveling game, players listen for Martha's "Martha Says" command to get her doggie friends to sit, walk or run. The game introduces these words: pace, stroll, amble, dart, gallop, sprint, halt, freeze, and rest.
DOGGIE DRESS UP
Accessorize the Dog Party guests. Choose among four different dogs and a wide variety of accessories. Players can even take a portrait of their favorite pooch. Pictures are automatically saved to your Photos album (sunflower icon on iPhone). The game introduces these words: stylish, designer, style, fabulous, accessory, fashionable, and portrait.
POP QUIZ
Players take this balloon-popping quiz to reinforce and test their knowledge of the vocabulary words. See how many points you can score!
Pre and post test done on literacy development by Chiong and Shuler (2010) of the Martha Speaks Dog Party app. Children between the ages of 4-7 were tested and the results showed that 20% or more vocabulary was gained after playing the game for a minimum of two weeks. Most vocabulary gain by 5 year olds of 27% (Chiong and Shuler 2010). All of the children tested really enjoyed creating silly outfits for the dog. This personalised the game for many children. Engaging them in creating and showing of their creations.
Curious George
http://pbskids.org/curiousgeorge/games/
Curious George is a hit TV series/ book series and game website. Curious George is all about inspiring Maths and Sciences education and skills. George lives to find new things to discover, touch, spill, and chew. Everything is new to George and worth investigating. Of course, in George's hands. Curious Georges educational Philosophy reads as: "Curious George is a little monkey with an insatiable curiosity. Like George, children are intrigued by new things. They're natural explorers and scientists, and they're anxious to know how things work...Exploring the world around him with wonder and intrigue, George embodies the preschool child's potential in the field of science. George's desire to use his four little hands to skillfully take things apart and figure out how they work exposes children to the basic concepts of engineering. And his interactions with patterns, measurements, and geometric shapes introduces early mathematical concepts... " (PBS parents 2013)
A research done by Christine Paulsen (2012) and the Concord evaluation group found that most young children who played the Curious George website full of activities were inspired more to read the story books. Statistic showed that more children in 2012 has brought the book over the app of Curious George. Each activity is developing a specific science or maths topic or skill eg. place value or making predictions. The TV serious, books and website all work together to reinforce the same learning goals. The website is fulled with 16 games, printable's, activities and sticker books. In a prep class room i would use games like 'Bubble pop' as an engagement science/maths lesson and then do an experiment on creating bubble liquid.
Curious George is a hit TV series/ book series and game website. Curious George is all about inspiring Maths and Sciences education and skills. George lives to find new things to discover, touch, spill, and chew. Everything is new to George and worth investigating. Of course, in George's hands. Curious Georges educational Philosophy reads as: "Curious George is a little monkey with an insatiable curiosity. Like George, children are intrigued by new things. They're natural explorers and scientists, and they're anxious to know how things work...Exploring the world around him with wonder and intrigue, George embodies the preschool child's potential in the field of science. George's desire to use his four little hands to skillfully take things apart and figure out how they work exposes children to the basic concepts of engineering. And his interactions with patterns, measurements, and geometric shapes introduces early mathematical concepts... " (PBS parents 2013)
A research done by Christine Paulsen (2012) and the Concord evaluation group found that most young children who played the Curious George website full of activities were inspired more to read the story books. Statistic showed that more children in 2012 has brought the book over the app of Curious George. Each activity is developing a specific science or maths topic or skill eg. place value or making predictions. The TV serious, books and website all work together to reinforce the same learning goals. The website is fulled with 16 games, printable's, activities and sticker books. In a prep class room i would use games like 'Bubble pop' as an engagement science/maths lesson and then do an experiment on creating bubble liquid.