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.

Keywords

Main Subjects

Open Access

This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit: http://creativecommons.org/licenses/by/4.0/

 

Publisher’s Note

JECEI Publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

 

Publisher

Shahid Rajaee Teacher Training University


LETTERS TO EDITOR

Journal of Electrical and Computer Engineering Innovations (JECEI) welcomes letters to the editor for the post-publication discussions and corrections which allows debate post publication on its site, through the Letters to Editor. Letters pertaining to manuscript published in JECEI should be sent to the editorial office of JECEI within three months of either online publication or before printed publication, except for critiques of original research. Following points are to be considering before sending the letters (comments) to the editor.


[1] Letters that include statements of statistics, facts, research, or theories should include appropriate references, although more than three are discouraged.

[2] Letters that are personal attacks on an author rather than thoughtful criticism of the author’s ideas will not be considered for publication.

[3] Letters can be no more than 300 words in length.

[4] Letter writers should include a statement at the beginning of the letter stating that it is being submitted either for publication or not.

[5] Anonymous letters will not be considered.

[6] Letter writers must include their city and state of residence or work.

[7] Letters will be edited for clarity and length.

CAPTCHA Image