TY - JOUR
T1 - An investigation of the mathematics applications in the Apple App Store
T2 - Do they contain benchmarks of educational quality?
AU - Alam, Sabrina Shajeen
AU - Wen, Run
AU - Kacmaz, Gulsah
AU - Eyyi, Rima
AU - Dubé, Adam Kenneth
N1 - Publisher Copyright:
© 2025 ISTE.
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
KW - Apple App Store
KW - Educational benchmarks (Ed-Benchmarks)
KW - In-app
KW - Math apps
UR - http://www.scopus.com/inward/record.url?scp=105004987099&partnerID=8YFLogxK
U2 - 10.1080/15391523.2025.2493941
DO - 10.1080/15391523.2025.2493941
M3 - Article
AN - SCOPUS:105004987099
SN - 1539-1523
JO - Journal of Research on Technology in Education
JF - Journal of Research on Technology in Education
ER -