There’s an App for That. Yes, we all remember that classic 2009 iPhone 3G Commercial.
When we first floated the idea of u*do*lunch, many folks asked if we would be building an app. The more we brainstormed, the more enthusiastic we became about an “off-line” tool.
As we observed our kids’ media habits, we saw first-hand how overwhelming the digital educational and entertainment options have become. Just the requests to do one more thing or have one more minute can lead to disagreements on a perfectly wonderful day.
Fact is, kids like to touch and manipulate things. Research shows that students are more engaged and focused when completing hands-on projects. Beyond clicking virtual buttons, hands-on activities activate the brain by engaging ALL of the senses. Obviously real world planning tools like u*do*lunch engage tactile or kinesthetic learners who need movement to learn best, but they also engage students who want to talk through (auditory learners) and see (visual learners) the process. As for social learners, conversations with parents and siblings will strengthen integration.
By activating multiple areas of the brain, u*do*lunch users are more likely to retain nutritional information and develop solid planning skills. Plus, the physical object serves as a reminder that is sure to keep the lunch-packing momentum going throughout the school year.
[Still not convinced? There is in fact an app — or five — for lunch planning. Our personal favorite is LaLa Lunchbox, though we’re still partial to a real world solution.]