Document Type : Original Research Paper
Author
Computer Engineering Department, Refah University College, Tehran, Iran.
Abstract
Background and Objectives: The widespread use of mobile apps among children has introduced both opportunities and challenges, particularly in the realm of educational tools. Usability is critical for these apps, as it ensures that young users can easily engage with and benefit from educational content. The objective of this study is to evaluate the usability of Iranian Android math apps designed for children.
Methods: This study is the expert review research and focuses specifically on Android applications designed to teach mathematics to children aged 6-9 years (preschool to grade 3). The apps were selected from two popular Iranian app stores: Bazar and Myket. A total of 100 math apps were intentionally chosen. Each app was tested for 15 minutes by the researcher to evaluate usability based on 39 usability factors derived from the literature on human-computer interaction. Non-functional, non-interactive, paywalled, or text-only apps were excluded, leaving 44 apps for detailed analysis.
Results: 98% of the apps showed consistency in navigation and visual elements. 77% of the apps provided feedback to users, indicating when a mistake was made or when a task was completed. However, only 9% offered positive feedback. 86% of the apps had appropriately sized icons and text, making them accessible to children. However, about 40% of the apps needed improvement in terms of simplifying the language and instructions to suit young children’s comprehension levels. 89% of the apps offered little to no personalization options. Most apps (56%) relied heavily on text prompts rather than audio or visual cues, making navigating difficult for younger children without adult assistance. 75% of the apps did not encourage children to engage in online transactions and 73% were free of advertisements, creating a safer and less distracting learning environment.
Conclusion: While many Iranian math apps for children adhered to basic usability principles, there was a gap between research recommendations and their practical application, particularly in areas related to engagement, feedback, and personalization. Developers could partner with schools and education organizations to create apps that align with specific curriculums, have more personalized features, engage children using cartoon characters, and include interactive educational tools. Educational tools and platforms should provide environments that allow students to interact more with content, teachers, and classmates. This can be achieved through live chats, group discussions, and increased interactions with digital content such as quizzes and interactive assignments. Further, using gamification elements such as scoring, badges, and challenging levels can make learning process more engaging.
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Open Access
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Publisher
Shahid Rajaee Teacher Training University
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