- Added more reward tricks
- Improved flashcards quality
- Changed repeating flashcards
Concepts are important building blocks for early academics, and research shows that understanding of basic concepts is critical for school success and high-level thinking (Klix, 1983).
Children are required to master the foundations of basic concepts to learn the fundamentals of academic subject areas. For example, the child must understand the concept of quantity (e.g., more, less, equal, all) to do mathematical computations and must know basic reading concepts (e.g., reading left to right, top to bottom, beginning, end) to learn how to read and write (Busch, 1980). Many concepts are used in daily classroom instructions by teachers—e.g., temporal direction: “Before you start writing, read the first paragraph on page 13.” Children who do not master these basic concepts will have difficulty following classroom instructions (Vernon, 1962).
Children learn concepts by listening to adults, reading, and following commands.
There are five major types of concepts. These are spatial (location), temporal (time), quantity (number), quality (description), and social-emotional (feelings).
Magical Concepts is an app for the iPhone and iPad. It was created by a certified speech-language pathologist who wanted to make "drilling" with flashcards fun and motivating. This engaging, colorful app includes over 2000 photos accompanied by audio instructions. Children are welcomed by Mago the Magician, who encourages them to work hard. Children earn stars for each correct response, and when they accumulate enough stars, they are rewarded with a magic show.
MAGICAL CONCEPTS includes over 60 concepts that are alphabetically organized. Examples of the concepts include:
Magical Concepts is easy to use and allows you to:
-Enter multiple students
-Select multiple concepts
-Present cards in order or randomly
-Select alternate counts for multiple students
-Enable or disable rewards: the stars and the magic show
-Track correct and incorrect responses
-Email results at the end of the game
Busch, R. A. (1980). Predicting first-grade reading achievement. Council for Learning
Disabilities, 3, 33–48.
Klix, F. (1983). An evolutionary approach to cognitive processes and creativity in human
being. Methods of Heuristic, 9, 19–36.
Vernon, P. E. (1962). The determinants of reading comprehension. Educational and
Psychological Measurement, 22, 269–278.
- June 10, 2014 Initial release
- July 25, 2014 New version 1.4
- August 02, 2014 New version 1.4.1
- November 17, 2014 Price decrease: $9.99 -> $5.99
- December 02, 2014 Price increase: $5.99 -> $9.99
- January 19, 2015 New version 1.5
- January 28, 2015 Price decrease: $9.99 -> $5.99
- February 08, 2015 Price increase: $5.99 -> $9.99
- April 30, 2015 Price decrease: $9.99 -> $6.99
- June 02, 2015 Price increase: $6.99 -> $9.99
- August 11, 2015 Price decrease: $9.99 -> $6.99
- August 19, 2015 Price increase: $6.99 -> $9.99
- November 10, 2015 Price decrease: $9.99 -> $6.99
- November 21, 2015 Price increase: $6.99 -> $9.99
- December 01, 2015 Price decrease: $9.99 -> $6.99
- December 15, 2015 Price increase: $6.99 -> $9.99