Student Engagement in Educational Apps

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    STUDENT ENGAGEMENTIN EDUCATIONAL APPS

    A white paper by Maya Lopuch, Data Scientist at eSpark Learning

    Copyright 2013, eSpark Learning

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    As iPads enter the classroom, they bring withthem an unprecedented number of educational

    resources. Developers have created thousands

    of highly engaging apps that target specic

    academic skills. With so many educational apps

    on the App Store, the Apple website explains,

    theres no limit to your learning.

    In practice, one limit may be the capability of

    educators to select apps for their classrooms.

    A search for fractions yields 506 different

    iPad apps alone. Over 100 of those apps have

    a four star rating or higher. While this level of

    diversity can be a boon for students, the task foreducators is daunting. It is easy to be paralyzed

    by choice.

    Educators have some resources to guide them

    in these decisions. On the App Store, educators

    can view screenshots of apps and read through

    reviews before purchasing an app. However,

    teachers and parents almost always write these

    reviews. The views of students, the target

    audience, are not directly represented. If an app

    does have high reviews, its not immediately clea

    whether that is because it works well for parentsor if its a good t for the classroom. Apps with

    in-app purchases, or apps that require a lot

    of manual setup and adult directions, may be

    good for one-on-one but may not work well in a

    classroom environment.

    Educators intuition remains the most valuable

    resource in evaluating the quality of content.

    Many agree that interactive apps create

    engaging learning experiences. Apps that have a

    worksheet-type interface and focus on repetitiontend to be less engaging for students. Applying

    those kinds of heuristics can help reduce a list

    of over 100 four-star fraction apps to a more

    manageable list of candidates.

    New data is enabling educators to take the

    app selection process several steps further.

    This paper describes how eSpark Learning is

    using a unique database of student sentiment

    to identify highly engaging iPad apps. This data

    builds upon the subjective expertise of teachersin two important ways. First, eSpark draws from

    millions of ratings from thousands of students

    to determine which apps students nd more

    engaging than others. Second, eSpark can

    identify the specic app characteristics that are

    predictive of student engagement.

    These analytical insights are changing how

    educators incorporate technology into the

    classroom. Personalization engines like those

    Figure 2:These two apps, iTooch 5th Grade Math and 5

    Dice: Order of Operations Game, teach similar skills but differ

    dramatically in their approach. iTooch encourages students

    to practice rote skills and 5 Dice focuses on higher-order

    thinking.

    Figure 1: A search for fractions in the App Store yields 506

    different iPad apps.2

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    offered by Netix and Amazon have changed

    how consumers nd products in entertainment

    and retail. To date, education has largely

    eschewed personalization. The most prevalent

    model in K-12 continues to be one instructor

    teaching many students the same lesson in

    the same way. Mobile devices now allow for

    individualized delivery of content, and data on

    student engagement can help personalize that

    content to student preferences. Educators are

    now better equipped to augment traditional

    classroom instruction with a personalized

    learning experience.

    Building a rich database of educational apps

    eSpark Learning is a personalized learning

    platform for the iPad. Pedagogical experts

    create personalized learning curricula using

    curated instructional videos, third-party apps,

    and assessment tools. Each curriculum is closelyaligned to a Common Core domain and grade

    level. Thousands of students across the country

    use eSpark to augment typical classroom

    instruction in math and reading in grades K-8.

    Students work through a curriculum that is

    tailored to their academic needs and learning

    goals. For example, one student may work on

    second grade level Number and Operations in

    Base Ten while her classmate may work on fth

    grade level Geometry.

    To curate this digital content, eSparks curriculum

    design experts scour the App Store to nd the

    best educational resources that are aligned

    with the Common Core State Standards. Each

    potential app is evaluated on a rubric that

    considers Common Core standard alignment,

    authenticity of task, scaffolding of learning,intuitiveness, student engagement, and cost

    of the app. Educational apps that receive high

    scores on this rubric are incorporated into the

    eSpark curricula. This process is a rigorous

    and large-scale solution to the challenges that

    teachers face when searching for apps for their

    own classrooms.

    Once apps are selected to be in the eSpark

    curriculum, curriculum designers catalogue

    each app on whether it ts dozens of additionalcategories. These categories cover a wide

    variety of app characteristics pertaining to

    content, pedagogical framework, and interface.

    For example, each app is examined for social

    studies applications, text highlighting capabilities,

    and gyromotion. This extensive attribute tagging

    process provides a highly granular view into the

    composition of educational apps.

    This attribute database is continually expanding

    as new content enters the eSpark curriculum.

    Figure 3:The eSpark rubric has six categories of app quality.

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    This paper highlights a subset of the 2012-2013

    eSpark curriculum. In total, 395 apps covering

    content from grade levels PK-5 are reviewed in

    this study. Table 1 shows counts of the most

    common app attributes in this sample.

    Linking apps to student engagement

    eSpark Learning links app characteristics tostudent engagement with ordinary least squares

    multiple regression models. App attributes are

    the independent variables in the prediction

    equation. The dependent variable, student

    engagement, comes from a database of

    student sentiment. As students work through

    their personalized learning plan in eSpark, they

    are asked to rate each of the curated apps

    they explore. Students rate each app with a

    thumbs up or thumbs down. Although this

    binary indicator of sentiment is an imperfect

    proxy of student engagement, the large sample

    sizes of ratings help to capture more accurate

    information. The 395 apps analyzed in this study

    have been rated by 1,203 students.1

    1The apps and students represented in this sample are a subset of all of the apps in the eSpark curriculum and total students using

    eSpark. This subset was selected to be analyzed rst because of the grade level of content. eSpark will extend the sample as the attribute

    catalogue grows to encompass apps from grade levels 6-8.

    Attribute Defnition Apps with Attribute in Sample

    Sound Effects The app has interesting, noticeable, and motivating sound effects. 241

    Graphics, colors, andsupplemental visuals Graphics and supplemental visuals are colorful and visuallystimulating. 201

    Multiple-activity appThe app has multiple activities (i.e. adding fractions, comparingfractions) and requires directions from eSpark. 183

    Moderate scaffoldingUsers are allowed to try again but receive no feedback explainingwhy their answer was wrong. 182

    InteractiveThe user interacts with the app by tapping or swiping in responseto an academic question. 179

    One-activity appThe app has one activity. Students are able to go right into the appwithout having to locate the activity. 140

    Female voice Some or all of the app is narrated by a woman. 122

    Cartoon/animal characterCartoon characters (people, animals, monsters) are part of the app;app has an animal graphic. 116

    Background music The app has music in the background. 109

    Score/progress overviewAt the end of the module, chapter, or game students see anoverview of their progress, e.g. how many questions theyanswered correctly.

    94

    Table 1:Ten of the most popular attributes in eSpark PK-5 curated apps. The prediction models described in this paper

    included a more extensive set of regressors.

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    Among apps analyzed in this

    sample, the mean student

    engagement rating is 82%.This high average rating

    reects the fact that the apps

    in this sample have been highly

    curated with expected student

    engagement as one criterion. A

    random sample of educationalapps would likely have a lower

    average engagement rating.

    eSpark then calculates the

    share of positive ratings to

    total ratings to determine an

    engagement metric for each

    app in the curriculum. This

    average rating is the dependent

    variable in the regression

    models, and app features are

    the primary regressors. These

    models also control for the

    grade level and subject area of

    the content.

    Findings

    The results from the prediction

    equations are shown in Table

    2. Among the curated set of

    395 apps covering content for

    grade levels PK-5, we show

    the app characteristics thatare most strongly predictive

    of student engagement. The

    effect on student engagement

    Attribute Defnition Effect on Student Engagement p-value

    AnimationApp includes animation of graphicallycreated characters. +2.2% 0.029

    Background music App has music in the background. +1.9% 0.021

    Badges or rewardsStudents are rewarded for correct answerswith badges or rewards. +1.7% 0.087

    Bare-bones interfaceInterface is black/white/green, low-budget, and does not boast stimulatinggraphics.

    2.3% 0.039

    Complex menu ofactivities

    Menu of activities has many differentfunctions and may be difcult to navigate. 2.5% 0.055

    Drill and kill Students practive the skill in a rote andrepetitive way. 2.5% 0.032

    Graphics, colors, andsupplemental visuals

    Graphics and supplemental visuals arecolorful and visually stimulating. +2.1% 0.003

    SilentNo sound effects, music, or audio areincluded. 4.6% 0.001

    Figure 4: Students are asked to rate each app in their personalized curriculum with

    a thumbs up or a thumbs down button. The average app in this sample received

    82 thumbs up for every 100 student ratings.

    Table 2: The app characteristics that are most strongly predictive of student engagement among the curated set of 396 appscovering content for grade levels PK-5. 5

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    can be interpreted as the

    contribution of a particular

    attribute, holding all else equal,

    to the average rating of apps

    in this sample. For example,

    among two otherwise similar

    apps, an app with background

    music is predicted to have a

    mean student rating that is two

    percentage points higher than

    an app without music.

    These results provide empirical

    support for three main ndings.

    First, students are very

    sensitive to audio and visual

    components of apps. Most

    of the strongest predictors of

    student engagement relate to

    the app interface. Compared

    to otherwise similar apps,

    apps that have distinguishing

    animation, music, or graphics

    are predicted to have higher

    student engagement ratings.

    Apps that are silent or have

    a bare-bones interface are

    predicted to have signicantly

    lower ratings than average

    apps. This data suggests thatstudent engagement in iPad

    apps is in large part driven by

    whether apps can differentiate

    the experience from a more

    typical educational exercise.

    Students gravitate toward rich

    media and this is consistently

    reected in their engagement

    ratings.

    Second, the data on studentengagement conrms some

    common hypotheses on

    pedagogical strategies.

    Students respond positively

    to badges and rewards. Apps

    that reward students for correct

    answers are associated with

    an engagement rating that is

    two percentage points higher.

    Apps that follow a Drill and kill

    strategy are associated with

    ratings that are 2.5 percentage

    points lower than average

    apps. Although the teaching

    medium changes when content

    is delivered through an iPad

    app, student responses to

    pedagogical strategies remain

    largely consistent. Student

    motivation remains a central

    component of the educational

    experience.

    Third, apps that offer a large

    degree of choice reduce

    engagement. Apps that offer a

    complex menu of activities are

    associated with signicantly

    lower student engagement

    ratings. This nding may

    come as a surprise to many

    educators. Several of the

    most popular apps in the

    App Store advertise extensive

    functionalities. Educators often

    gravitate to these omnibus

    Figure 5: The app Fractions. Smart Pirate engages students with animated cartoons,

    music, and stimulating graphics.

    Figure 6: The app Counting Caterpillar, which teaches fundamental counting skills,

    rewards performance with badges and rewards.6

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    apps because they offer so much content in

    one package. That these comprehensive apps

    are associated with reduced engagementsuggests that students may feel overwhelmed

    by the upfront decisions required of these apps.

    Clarity of use has a strong impact on student

    engagement.

    Whats Next

    By linking qualitative characteristics of apps

    to student engagement, eSpark has identied

    empirical insights that were otherwise

    unattainable at scale. This new knowledge hasled eSpark to rene its app curation process.

    A deeper understanding of what kinds of apps

    resonate with students has enabled eSpark

    curriculum experts to make more sophisticated

    design decisions. The newest eSpark curriculum

    reects many of the insights described here.

    eSpark continues to prioritize educational rigor

    as the foundation of its curriculum, but now

    curriculum experts are able to select content

    with a much stronger understanding of how to

    identify the most engaging apps.

    eSpark hopes this data will reach further and

    inform decisions among both educators and

    app developers. When educators evaluate apps,

    they would be wise to prioritize content that has

    a rich interface, adheres to proven pedagogical

    strategies, and prioritizes intuitiveness of use.

    App developers can apply these lessons to

    create more content that meets these best

    practices.

    The attributes discussed here merely scratch the

    surface of the universe of app characteristics.

    eSpark is continuing to develop its appdatabase by expanding attribute tagging in both

    breadth and depth. Newly developed apps are

    continually added to this catalogue, and apps in

    the current eSpark curriculum are being tagged

    for even more extensive attributes.

    Looking forward, eSpark will use this attribute

    database to develop a richer understanding

    of how iPad apps impact student outcomes.

    This study has explored the effects of app

    characteristics on student engagement. Inthe future, eSpark will be able to link specic

    app characteristics to impacts on student

    achievement. This data will allow educators to

    rene app curation even further, enabling them

    to select the content that has been proven to

    be most effective for improving student learning.

    Looking forward even further, eSpark is excited

    about a future where educators will be able to

    match apps to students, at scale, based on

    students interests, preferences, and motivations.

    Figure 7: The apps Coin Math and iTooch offer many applications but require students to choose from a complex menu before

    engaging with activities.

    Maya LopuchData Scientist at eSpark Learning

    Maya Lopuch leads research and analytics

    at eSpark Learning. Prior to joining eSpark,

    she was a researcher at the Harvard

    Graduate School of Education, where

    her work investigated how public schools

    impact inequality and long term student

    outcomes. Maya holds degrees in Economics and Public Policy

    from Stanford University and the University of Chicago. She

    believes in using data to inform and improve education. 7