TY - JOUR
T1 - How educational are “educational” apps for young children? App store content analysis using the Four Pillars of Learning framework
AU - Meyer, Marisa
AU - Zosh, Jennifer M.
AU - McLaren, Caroline
AU - Robb, Michael
AU - McCaffery, Harlan
AU - Golinkoff, Roberta Michnick
AU - Hirsh-Pasek, Kathy
AU - Radesky, Jenny
N1 - Funding Information:
This work was supported by the National Institute of Child Health and Human Development [NICHD / R21HD094051].
Publisher Copyright:
© 2021 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2021
Y1 - 2021
N2 - Experts have expressed concerns about the lack of evidence demonstrating that children’s “educational” applications (apps) have educational value. This study aimed to operationalize Hirsh-Pasek, Zosh, and colleagues' Four Pillars of Learning into a reliable coding scheme (Pillar 1: Active Learning, Pillar 2: Engagement in the Learning Process, Pillar 3: Meaningful Learning, Pillar 4: Social Interaction), describe the educational quality of commercially available apps, and examine differences in educational quality between free and paid apps. We analyzed 100 children’s educational apps with the highest downloads from Google Play and Apple app stores, as well as 24 apps most frequently played by preschool-age children in a longitudinal cohort study. We developed a coding scheme in which each app earned a value of 0–3 for each Pillar, defining lower-quality apps as those scoring ≤4, summed across the Four Pillars. Overall scores were low across all Pillars. Free apps had significantly lower Pillar 2 (Engagement in Learning Process) scores (t-test, p < .0001) and overall scores (t-test, p < .0047) when compared to paid apps, due to the presence of distracting enhancements. These results highlight the need for improved design of educational apps guided by developmental science.
AB - Experts have expressed concerns about the lack of evidence demonstrating that children’s “educational” applications (apps) have educational value. This study aimed to operationalize Hirsh-Pasek, Zosh, and colleagues' Four Pillars of Learning into a reliable coding scheme (Pillar 1: Active Learning, Pillar 2: Engagement in the Learning Process, Pillar 3: Meaningful Learning, Pillar 4: Social Interaction), describe the educational quality of commercially available apps, and examine differences in educational quality between free and paid apps. We analyzed 100 children’s educational apps with the highest downloads from Google Play and Apple app stores, as well as 24 apps most frequently played by preschool-age children in a longitudinal cohort study. We developed a coding scheme in which each app earned a value of 0–3 for each Pillar, defining lower-quality apps as those scoring ≤4, summed across the Four Pillars. Overall scores were low across all Pillars. Free apps had significantly lower Pillar 2 (Engagement in Learning Process) scores (t-test, p < .0001) and overall scores (t-test, p < .0047) when compared to paid apps, due to the presence of distracting enhancements. These results highlight the need for improved design of educational apps guided by developmental science.
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U2 - 10.1080/17482798.2021.1882516
DO - 10.1080/17482798.2021.1882516
M3 - Article
C2 - 35282402
AN - SCOPUS:85101771875
SN - 1748-2798
VL - 15
SP - 526
EP - 548
JO - Journal of Children and Media
JF - Journal of Children and Media
IS - 4
ER -