This document discusses Graeme Base apps for visual literacy on the iPad. It describes two apps, Animalia and The Waterhole, created by author Graeme Base that incorporate visual literacy and cater to different learning styles. Animalia features include Graeme reading the text, exploring the artwork to find hidden items, playing hide and seek with Graeme, solving puzzles, and finding hidden animals in The Waterhole illustrations. These apps support multiple intelligences by including verbal/linguistic, visual/spatial, logical/mathematical, and body/kinesthetic activities. They provide engaging experiences that can benefit diverse learners.
5. GRAEME BASE APPLICATIONS
FOR THE IPAD
- Features that unique to iOS devices
- Interactive
- Engaging
6. ANIMALIA
THE FEATURES...
GRAEME READS
A read-through of the alliterations by the author, with different animations on every page.
EXPLORE ANIMALIA
Zoom in and find over 150 items scattered through the artwork - learn their names and hear what they
sound like.
GO GET GRAEME
Play against the clock - easy, medium or hard. Once you find Graeme, he pops up, waves and heads off to
hide again. But next time you look he's hiding somewhere else! Over 150 hiding places.
WHAT IN THE WORLD...?
The most challenging game (provided you can resist tapping for clues). Figure out what the mystery shape is,
then go find it in the artwork for maximum points. Complete all 26 pages to reveal the secret sequence of
letters and claim your reward.
BUTTERFLY BUILDER
Work out the mystery word to bring the butterfly to life, then head off after it to find the correct object in the
pages of the book!
ANNIVERSARY GAME
Find the hidden butterfly star on every page!
http://itunes.apple.com/au/app/animalia-for-ipad/id388861927?mt=8
7. THE WATERHOLE
THE FEATURES
GRAEME READS
Although it can be fun to just read through the book with Graeme, there is a lot more going on behind the
scenes. After Graeme finishes reading each page, count up the animals on each page. Their silhouettes will
appear in the border friezes.
And when you get to the Grand Finale page the counting takes on a whole new dimension!
Each illustration is set in a particular geographic location. Can you identify where we are in the world on each
page? The original music soundtrack might give you a clue.
HIDDEN ANIMALS
In each artwork there are ten hidden animals that live in that geographical region. Tap a silhouette animal in
the border to highlight it then try to find the hidden version in the artwork. The hidden animal will glow and
the border animal will transform into full colour. In the Grand Finale, the challenge is to find all the frogs that
have gone missing!
ANIMATCH
Choose your favourite artwork then flip cards to match silhouette and colour animal pairs to reveal the art
beneath. You can play solo, against the computer or against a friend. When you finish the puzzle watch the
scene beneath bloom into full colour. The puzzles reset differently each time so you will never play the same
game twice.
LEAPFROG
Try to get the red and green frogs from one side of the waterhole to the other. It looks easy but there is
definitely a trick to it! Once you’ve mastered the technique with six frogs, try it with eight!
http://itunes.apple.com/au/app/the-waterhole-graeme-base/id502487150?mt=8
8. SO WHY THE HYPE?
What do we know about 21st Century learners?
- Well, students ALL learn differently
- They play (learn) to their strengths
- How do we cater for this?
12. WELL...
The ‘Animalia’ and ‘The Waterhole’ Applications cater for
various learning styles and needs...
GRAEME READS - Can read it yourself, however, reluctant readers, readers at a lower literacy level can have
it read to them. This can be students who are either ‘intrapersonal’ or ‘interpersonal’.
TEXT ITSELF - Students who are ‘intrapersonal’ and ‘verbal/linguistic’.
EXPLORE - Visual learners. Learners who are more ‘visual/spacial’ and ‘body-kinaesthetic’.
ANIMATCH - Learners who are more ‘mathematical/logical’ or interested in ‘Game Based Learning’
LEAPFROG - Like above, students who enjoy a challenge in a logic based puzzle.