An Evaluation of Math Applications in the App Store: Do they Contain Benchmarks of Educational Quality?


Journal article


G. Kacmaz, S. Alam, R. Wen, R. Eyyi, A.K. Dubé
TMS Proceedings 2021, 2021

Semantic Scholar DOI
Cite

Cite

APA   Click to copy
Kacmaz, G., Alam, S., Wen, R., Eyyi, R., & Dubé, A. K. (2021). An Evaluation of Math Applications in the App Store: Do they Contain Benchmarks of Educational Quality? TMS Proceedings 2021.


Chicago/Turabian   Click to copy
Kacmaz, G., S. Alam, R. Wen, R. Eyyi, and A.K. Dubé. “An Evaluation of Math Applications in the App Store: Do They Contain Benchmarks of Educational Quality?” TMS Proceedings 2021 (2021).


MLA   Click to copy
Kacmaz, G., et al. “An Evaluation of Math Applications in the App Store: Do They Contain Benchmarks of Educational Quality?” TMS Proceedings 2021, 2021.


BibTeX   Click to copy

@article{g2021a,
  title = {An Evaluation of Math Applications in the App Store: Do they Contain
   Benchmarks of Educational Quality?},
  year = {2021},
  journal = {TMS Proceedings 2021},
  author = {Kacmaz, G. and Alam, S. and Wen, R. and Eyyi, R. and Dubé, A.K.}
}

Abstract

Well-designed math apps can improve students’ engagement and achievement (Fabian et al, 2016). Previous studies have suggested five educational benchmarks that can be used to identify well-designed math apps (Dubé et al., 2020). However, there is limited research evaluating the educational quality of children’s math apps. To address this problem 33 top math apps in the Apple App store were analyzed. Specifically, a coding scheme was developed and applied for the evaluation of the apps’ in-game content. The coding scheme covered five educational benchmarks (scaffolding, feedback, learning theory, math subjects covered, and content integration). The evaluation of these top math apps showed that, in general, most of the math apps contained more than two educational benchmarks in their game. Although all the apps applied a learning theory and contained feedback, there was a lack of variety in these two benchmarks as the apps tended to primarily use direct instruction and corrective feedback. 93% and 72% of apps included math subjects and scaffolding benchmarks, respectively. Among them, various types of scaffolding and math subjects were prevalent. The least common benchmark was intrinsic content integration, which implied that developers failed at linking the math learning content with the game context. Overall, the majority of math apps contain some amounts of educational benchmarks, but the dominant presence of corrective feedback, direct instruction, and only on-demand scaffolding do not suggest a high-level of educational quality. These preliminary findings highlight the need for improved design of educational math apps.


Share



Follow this website


You need to create an Owlstown account to follow this website.


Sign up

Already an Owlstown member?

Log in