Between the Lines Level 2 HD vs Social Quest Usage & Stats

Hamaguchi Apps for Speech, Language & Auditory Development's groundbreaking iPad app is designed for elementary through high school students, who would benefit from practice interpreting vocal intonation, facial expressions, perspective-taking, body language, and idiomatic or slang expressions. Using real photographs, voices and short mini-video clips of a variety of social situations and expressions, this app provides a dynamic way to help learn and practice interpreting messages that are “between the lines” and simply can’t be replicated with worksheets and static flashcards. Scenes in the Body Language activity feature interactions that take place in the following settings: restaurant, school, park, bedroom, birthday party, in front of a school, mall, family room, kitchen, dining room, and fitness center. Check our demo on Youtube: http://www.youtube.com/watch?v=rRy4QF1E1Y8 This app uses American expressions and body language. It is a companion app to our Between the Lines Level 1-containing the same 3 activities, with different content for continued learning. Most of the activities are about the same level of difficulty, but some are slightly more challenging. There are three activities in this app, with a total of 199 tasks: 1. Listening: The user hears a voice speak a sentence, e.g., “I got an A on my Spelling test! ” A question is then asked, “Who said it?” The user is shown a series of photographs. Depending upon the settings selected, there can be 2, 3 or 4 choices shown. The user touches the correct facial expression that matches the voice. 2. Body Language: A very short video-clip is shown that depicts an interaction or situation. For example, a teenager asks her mother, “Mom—so is it ok if I sleepover Briana’s tonight?” Her mother responds with, “Is her mother going to be home?” The teen looks away and hesitates, “Uh..yeah…yeah.” The camera closes in and we can see she is most likely lying. The narrator asks, “What is she thinking?” The user’s task is to look at the choices of responses and select the one that matches the facial expression/body language. 3. Expressions: A very short video-clip is shown that depicts an actor speaking a sentence that contains an idiomatic expression, e.g., “They caught the burglar red-handed.’” The user is then asked, “What does that mean?” The game can be played by up to 75 users or as a group. The percentage correct is reported for each user’s performance on each of the three activities. Settings include: Selection of the activities, order of the activities (or random), praise phrases and correct sound effect bell on/off; answer choices (group of 2, 3 or 4), how to display choices (automatically or manually) and whether to move forward automatically or by touching an arrow. Progress can be tracked, and displayed or not displayed. Reward animations are provided at selected intervals for a welcome fun and break including Dunk Tank, Bull’s Eye (darts), and Knock ‘Em Down. These are not games of skill, but a fun diversion. Data can be printed, saved or emailed. *Please contact our tech support if you are experiencing any technical issues with our apps. We will always help you troubleshoot it and get back to you generally within one business day. We cannot respond to reviews and there are generally easy solutions to every issue. info@hamaguchiapps.com PRIVACY POLICY: We do NOT collect personal data from our users and have no ads. Personal data regarding user performance on the tasks on this app are self-contained and not transmitted in any way, unless the user chooses to email them to someone else. There are no in-app purchases in this app. A demo link on the homepage will allow a user with internet access to view a video on YouTube to learn about the features of this app, as well as a link to our other apps in the iTunes store. Developed by licensed speech-language pathologist, Patti Hamaguchi, M.A., CCC-SLP. Visit our website: www.hamaguchiapps.com
  • Apple App Store
  • Paid
  • Education

Store Rank

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** Best Educational App by Teacher with Apps ** Social Quest is an application developed by author and Speech-Language Pathologist (SLP) Rosie Simms to improve pragmatic language comprehension and expression in a variety of social situations for older elementary, middle school, and high school-aged populations. Social Quest uses real life situations and contextual images to present the professional, parent and student with ‘’jumping off’ points for discussing the “why” and “how” of social language usage. The app utilizes a problem-solving quest theme in which students navigate various locations and earn “rewards” linked to social competencies. Social Quest incorporates narratives about real-world situations in the home, school and community along with questions designed to increase positive social communication. The app is based on story-based intervention, a technique found to be effective for children with autism as documented in the National Autism Center’s Evidence-Based Practice and Autism in the Schools (2011)*. Questions about what to say, do, and infer in a wide variety of situations will target skills such as perspective-taking, conversational maintenance and transitions, gauging other people’s reactions, taking turns, problem solving, understanding humor, greetings, and scripts for social contexts. Situations and questions also address development of self-talk for social situations, a strategy that can reduce anxiety and improve communication skills (Sze & Wood, 2007) Students earn visual “rewards” to reinforce their progress throughout the app, and these are based on key social competencies for upper elementary-high school students (Bedrosian, 1985, Larson & McKinley, 2003, Landa, 1992, Smith-Myles, 2004). For example, the “Hall of Rewards” will eventually be filled with virtual tokens such as a Steed, to “help you be motivated and get going,” and a Book of Spells, “to help you make plans and complete tasks.” Earned rewards can be reviewed at any time and can be used outside the context of the app to discuss and promote use of skills. Social Quest can be used to: -Help students identify a correct and incorrect response to a social situation. -Give students the opportunity to give more than one answer in a given social situation, reflecting the flexibility of social scripts. -Choose to respond to questions from differing locations: Home (kitchen, bedroom, living room, bathroom, garage/yard); School (classroom, auditorium/library, cafeteria, hallway/office, yard/gymnasium; Community (grocery store, mall, restaurant, neighborhood, movies, doctor/dentist office). -Stimulate individual or group discussion of occurrances and narratives related to students’ own life or similar contexts, which in turn allows them to practice social skills and language. Social Quest has the following Features: -Receptive Activity in which students identify correct answers to a social question (presented with text, audio, and accompanying image). -Ability to customize Receptive Activity to require student to provide one or two correct answers to modify level of difficulty. -Selection of specific locations and corresponding social contexts to work on. -Expressive Activity in which students respond to open-ended questions corresponding to those asked in Receptive Activity. Expressive questions are worded more broadly to promote generalization of skills. -More than 800 questions across Receptive and Expressive Activities. -Hall of Rewards provides virtual reinforcement of progress and context for further discussion of skills. -Data and report card kept on each student, report can be printed or emailed to parent or self for record-keeping. -Ability to add student photo or avatar to represent each player in the game. *See app description on www.smartyearsapps.com for full titles of references.
  • Apple App Store
  • Paid
  • Education

Store Rank

- -

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Between the Lines Level 2 HD VS.
Social Quest

December 27, 2024