An investigation of the mathematics applications in the Apple App Store
Do they contain benchmarks of educational quality
Bibliographic Data
| ID | 21743902 |
|---|---|
| Authors | Sabrina Shajeen Alam (0000-0002-4064-0091, Western University, corresponding author), Run Wen (0000-0001-5536-3907, Xi’an Jiaotong-Liverpool University), Gulsah Kacmaz (0000-0002-8010-7689, Bartin University), Rima Eyyi (McGill University), Adam K Dubé (0000-0001-9935-8886, McGill University) |
| Year | 2025 |
| Pages | 1-17 |
| Publication date | 2025-04-29 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Journal of Research on Technology in Education (JOURNAL) |
| Journal identifiers | ISSN: 1539-1523 • E-ISSN: 1945-0818 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/15391523.2025.2493941 |
| OpenAlex | W4409920305 |
| Language | EN |
| References cited | 34 |
Given the numerous mathematics applications marketed in the Apple App Store and the lack of quality control, it is critical to determine whether these digital learning tools are well-designed and if they are accurately marketed by developers. The present study evaluated the top math apps (n = 33) priced under $15, categorized into three age groups (i.e. <5, 6-8, and 9-11) in the App Store. It examined how well they incorporate five educational features or benchmarks in their apps, namely- scaffolding, feedback, learning theory, math subjects, and content integration (i.e. the connection between game and learning content). Furthermore, it assessed whether developers mentioned these benchmarks in their store descriptions and if the descriptions accurately reflected the app’s content. Most apps included more than three benchmarks. All apps contained feedback and learning theory and most provided some forms of scaffolding. The types and amount of math subjects, feedback, and scaffolding varied significantly across apps. Interestingly, these top apps contained more benchmarks and content than developers advertise in the App Store. The findings emphasize the importance of developers incorporating benchmarks into their apps and accurately communicating this to the public to help them navigate the sea of available apps
Mathematics education · Child Development and Digital Technology · Computer Science · Gender and Technology in Education · Psychology · Technology Adoption and User Behaviour
Motivating Children to Learn Effectively
Putting Education in “Educational” Apps
Designing and integrating purposeful learning in game play
Hierarchical Cluster Analysis
A meta-analytic review of the role of instructional support in game-based learning
Applied Psychometrics
Theoretically driven educational app design
Why this app? How user ratings and app store rankings impact educators' selection of educational apps
Analysing user reviews of inquiry-based learning apps in science education
Why this app? How educators choose a good educational app
Why this app
Understanding how educational maths apps can enhance learning
Why this app? How parents choose good educational apps from app stores
How educational are “educational” apps for young children? App store content analysis using the Four Pillars of Learning framework
Examining the pedagogical foundations of modern educational computer games
Situated Cognition and the Culture of Learning
| Citation velocity | historical |
|---|---|
| Highly cited | No |