Appy Hour Rewind: What Makes an App Great for Learning?

July 03, 2013
Erin Wilkey Oh
Executive Editor, Education Marketing Common Sense Education

CATEGORIES Common Sense News, Technology Integration

Live from ISTE 2013, Common Sense Media's Kelly Mendoza and Shira Lee Katz speak with three Graphite reviewers about evaluating the learning potential of apps, games, and websites. Reviewers Paul CancellieriSeann Dikkers, and Emily Pohlonski explain the three learning dimensions evaluated in a Graphite review -- engagement, pedagogy, and supports -- and highlight an example learning product for each.

Paul takes a look at the website National Geographic Kids and discusses how this dynamic destination draws kids in with its highly visual design and keeps them engaged with interactive and creative activities. Seann introduces us to the Blood Typing Game and points out several characteristics that make it superb for learning, including the way it provides choices and options for players, connections to real-world experiences, an increasing challenge, and opportunities to demonstrate learning. Closing the hangout, Emily shares Reflex: Math Fact Fluency, a math website with a robust teacher dashboard for tracking student learning along with great supports for students.

Watch the hangout below to learn more about how Graphite reviewers determine what makes tech great for learning.

Join us July 10, 2013 at 12:30 p.m. PST for our next Appy Hour!

How do you evaluate the learning potential of edtech for your classroom?