Apps to Support Anxiety
Anxiety is prevalent among teens and adults. School can be stressful and full of triggers for students. The following apps were created to promote awareness while supporting individuals with managing their anxiety. (Anxiety Canada)
SAM
SAM is an app that helps individuals observe and track how anxiety affects them over time. It supports you in identifying situations that trigger anxiety as well teaches and supports practice of self help options for managing anxiety. In addition, it provide basic information about what anxiety.
MindShift
Mindshift is another app that aims to support individuals in coping with their anxiety. It offers information about anxiety, guided meditations, inspiration, and tools to check and support your anxiety level.
* Click on the icons for links to view app in the AppStore.
Evaluations of Apps:
MindShift:
ENGAGEMENT
| |
X
|
The app gives a good first impression (graphics, ease of use, etc.)
|
| X |
The app is intuitive
|
| X |
The app opens up new ways to learn
|
DEVELOPMENTAL APPROPRIATENESS
| |
| X |
The user interface is age appropriate
|
| X |
The subject matter appeals to the intended audience
|
| X |
The design matter appeals to the intended audience
|
INSTRUCTIONAL DESIGN
| |
| X |
The app aligns with your learning goals for your students
|
| X |
The app has a specific purpose
|
| X |
The app builds on skills and guides the student
|
| X |
The app offers personalized or adaptive features that are based on a student’s skill level
|
There are relevant opportunities for feedback, assessment, and reflection
| |
MOTIVATION
| |
| X |
The learning content in the app is the right level for your students
|
Gaming principles are used
| |
The methods used to motivate align with your learning goals
| |
The motivational potential exceeds the potential for distraction
| |
ACCESSIBILITY
| |
| X |
The app includes a range of levels for a variety of users with differing skill levels
|
The app supports multiple learning modalities
| |
OTHER
| |
Price: Free
| |
Intended Age Group/Audience: Adolescents
| |
SAM:
ENGAGEMENT
| |
| X |
The app gives a good first impression (graphics, ease of use, etc.)
|
| X |
The app is intuitive
|
| X |
The app opens up new ways to learn
|
DEVELOPMENTAL APPROPRIATENESS
| |
| X |
The user interface is age appropriate
|
| X |
The subject matter appeals to the intended audience
|
| X |
The design matter appeals to the intended audience
|
INSTRUCTIONAL DESIGN
| |
| X |
The app aligns with your learning goals for your students
|
| X |
The app has a specific purpose
|
| X |
The app builds on skills and guides the student
|
| X |
The app offers personalized or adaptive features that are based on a student’s skill level
|
| X |
There are relevant opportunities for feedback, assessment, and reflection
|
MOTIVATION
| |
| X |
The learning content in the app is the right level for your students
|
Gaming principles are used
| |
The methods used to motivate align with your learning goals
| |
The motivational potential exceeds the potential for distraction
| |
ACCESSIBILITY
| |
| X |
The app includes a range of levels for a variety of users with differing skill levels
|
The app supports multiple learning modalities
| |
OTHER
| |
Price: Free
| |
Intended Age Group/Audience: Adolescents
| |
References:
Anxiety Canada. (n.d.). Retrieved September 11, 2018, from https://www.anxietycanada.com/


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