Educational Apps: Technological Advancers, Towards Future Education
Educational Apps: Technological Advancers, Towards Future Education
Educational Apps: Technological Advancers, Towards Future Education
A Research
presented to the
Faculty of Senior High School
CONGRESSIONAL INTEGRATED HIGHSCHOOL
City of Dasmarinas, Cavite
In partial fulfilment
of the requirements in the subject in
Academic Strand,
Science and Technology, Engineering and Mathematics
Practical Research 1
Proponents:
Capistrano-Bonagua, Windelle Alhma-Martinez
Cruto, Ivan Louie Mojica
Dooc, Hans Jiguer
Franceliso, Kent Ronan Del Fierro
Lopez, Bryl Joshua
Ybanez, Tristian Destreza
February 2019
Acknowledgement
First and foremost, we would like to express our deepest gratitude to God for making this
research possible. We will not be able to complete this research and fulfill our duties without
Also, this research is impossible to be done without the guide of our Practical Research 1 teacher
Mrs. Lovely L. Fernandez-Matubang. We owe our great experiences and knowledge in research
to her along with her never-ending capability to understand and advise us in our thesis and
subject.
We would also like to thank the experts and researchers who are involved in this study for
Finally, we would like to thank all the members of our thesis for giving their full support by
This Study, Educational apps: Technological advancer towards future education is intended
benefits of Educational apps towards the recent education system as part of an overall document
set to address The Benefits of Educational apps on its users. The results could help benefit in the
following:
Students who are continuously looking for ways to study efficiently will benefit from the
study since it can show the possible positive effects and benefits of educational apps towards the
learning process
information while maintaining the interaction and eagerness of the learners and incorporating the
Acknowledgement……………………………………………………………………….i
Rationale…………………………………………………………………………………ii
Definition Of Terms……………………………………………………………………..1
Introduction……………………………………………………………………………...2
Methodology…………………………………………………………………………….10
Results…………………………………………………………………………………...13
Discussion……………………………………………………………………………….22
References……………………………………………………………………………….31
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Definition of Terms
Apps: A computer program or piece of software designed for a particular purpose that you can
download onto a mobile phone or other mobile device.
Program: A program is a set of instructions that a computer follows in order to perform a task
Software: Software is a set of instructions, data or programs used to operate computers and
execute specific tasks.
Technological Learning: The application of technology for the enhancement of teaching, learning
and assessment
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INTRODUCTION
Educational apps: Technological advancers, towards future education
Objectives:
1. To identify the Factors that makes Educational apps convenient and helpful
2. To know why Educational apps are advantageous to learners.
3. To know why educational apps are the new form of technological learning
Research Questions
1. What are the factors that make educational apps convenient and helpful?
2. How do students use educational apps on?
A. Personal level
B. Peer level
3. What strategies are used by the students to incorporate educational apps on their learning
process?
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Introduction
Educational programmed apps have been on the rise nowadays, all with one goal;
to ease and to have an efficient way of learning and information transfer and having one thing in
question; are these apps really helpful or not? According to Kathy Hirsh-Pasek et al., apps
“pillars” of learning—within the context of a supported learning goal are considered educational.
However, problems arise such as what is found out in the study by Kristy Goodwin and
colleagues showed. The researchers found out that apps currently available for young children in
Due to this problems regarding the regarding matter. The researchers were inspired to
conduct a research, with an objective to expose the positive side of using educational
applications in various learning processes, such as studying and teaching. The study will also
contribute to answer the problem, whether educational apps are useful and can contribute
In addition, the study is also conducted to evaluate the strategies implemented by the users
Furthermore, the study is conducted to identify the possible advantages of educational apps
on its users during the learning process. Moreover, the coverage of the study will be focusing on
the strategies and ways on how the users are utilizing the use and advantages of educational
apps. Respondents from different levels of attained education will be used to conduct the
experiment. The researchers will conduct a survey regarding on the strategies, personal
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preferences and situational experiences that the respondents encounter during the use of
educational apps. A standardized test will be used to evaluate the responses on the given
situations. The study will also evaluate the utilization of educational apps on personal and peer
level. However, the study did not include the possible disadvantages of the educational apps.
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Review of related literature
The following presents literature studies that has relevance to the present study
Educational apps
With over 15 billion Apps downloaded since the inception of Apple’s App Store, there is
a preponderance of apps marketed as ‘educational’ and designed for young children. Both
teachers and parents seek educational Apps to use on touch devices like the iPhone, iPad and
iPod touch. Despite the plethora of apps currently available for young children in the iTunes
Store, there has been limited systematic analysis of educational Apps and those designed
educators. Beyond online lists of best apps for education and recommendations from colleagues,
teacher educators have few resources available to support their teaching of how to select
educational apps. In response, this article puts forward a framework for choosing educational
apps based on their purpose, content, and value. The framework first classifies educational apps
into four categories before delineating them into smaller subcategories. A sample of apps that are
representative to each category and subcategory are included. This framework provides teacher
educators with a much-needed resource to support their instruction of educational apps. (Todd
The use of educational apps aligns with known processes of children’s learning and
development and offer a framework that can be used by parents and designers alike. Apps
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“pillars” of learning—within the context of a supported learning goal are considered educational.
Children are in the midst of a vast, unplanned experiment, surrounded by digital technologies
that were not available but 5 years ago. At the apex of this boom is the introduction of
applications (“apps”) for tablets and smartphones. However, there is simply not the time, money,
or resources available to evaluate each app as it enters the market. Thus, “educational” apps—the
number of which, as of January 2015, stood at 80,000 in Apple’s App Store (Apple, 2015)—are
largely unregulated and untested. This article offers a way to define the potential educational
impact of current and future apps. We build upon decades of work on the Science of Learning,
which has examined how children learn best. From this work, we abstract a set of principles for
Putting Education in “Educational” Apps 7The Four Pillars: Where the Science of
Learning Meets App Development and DesignA few well-agreed-upon pillars of learning at the
core of the learning sciences have remained steady through the decades. Humans learn best when
they are actively involved (“minds-on”), engaged with the learning materi-als and undistracted
by peripheral elements, have mean-ingful experiences that relate to their lives, and socially
interact with others in high-quality ways around new material, within a context that provides a
clear learning goal. The pedagogical structure of the environment determines what kind of
learning will result. For exam-ple, drill and practice may foster rote learning of facts, but it is not
likely to promote deeper conceptual under-standing (see Ravitch, 2010). Similarly, exploration
and discovery without any guidance or scaffolding may not provide enough support for learning
(Mayer, 2004). Effective learning is facilitated in a flexible context that supports scaffolded
exploration, questioning, and discov-ery as children work toward well-defined learning goals
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(Darling-Hammond, 2008).When apps instantiate the pillars within the context of scaffolded
exploration, their use contrasts sharply with the instructionism that many schools still use to
educate children. The “modern” classroom of 2015 may not differ much from a classroom from
earlier generations: desks in rows, children listening in their seats or on a rug, and teachers
transmitting well-worn knowledge that students regurgitate to get their grade. These images were
rein-forced by the No Child Left Behind (NCLB) Act, which was passed in 2001 and in effect
until 2012. While noble in its aim to provide a quality education to all children regardless of age,
race, socioeconomic status, or location, the implementation of NCLB has resulted in a test-
focused system that emphasizes teaching to the test and drilling students for factoids (Darling-
Hammond & Adamson, 2014; Ravitch, 2010) and has been ineffective at closing the
achievement gap (Dillon, 2009). Critics worry that despite efforts to remedy the situation with
the Common Core, a test-conscious education system might inadvertently emphasize a teach-to-
the-test mentality and result in less effective learning overall (Roediger, 2014). Findings from the
including the four evidence-based pillars of learning that provide a starting foundation for the
next wave of educational apps. These are not novel ideas; our application of these ideas to app
creation is. For instance, Chi (2009) has provided a taxonomy for learning that includes three
levels: active, constructive, and interactive learning. As she interprets the psychological
literature, socially inter-active learning with another person is better than constructive learning,
in which the child goes beyond a presented problem to generate a new understanding. In Chi’s
taxonomy, socially interactive and constructive learning trump active learning, in which a child
does something such as manipulate objects or rehearse mate-rial; in turn, active learning is better
than learning through listening in the absence of activity. Although our focus on cognitive
activity and social interaction overlap with Chi’s approach, our goals are different from hers.
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Whereas Chi’s taxonomy provides a testable hypothesis intended to advance learning theory, our
four pillars are meant to inform the design and evaluation of a particular class of learning
environments—namely, touch-screen apps. We recognize that learning need not always be active
or social (Dunn et. al., 1990), as research has suggested that direct instruction methods in which
the impetus is on the teacher to present material can be effective, even for young children or
those with intellectual disabilities (Przychodzin-Havis et al., 2005). Yet active involvement in a
task and social interaction both appear to be potent ingredients that stimulate learning (Meltzoff,
Kuhl, Movellan, & Sejnowski, 2009; Okumura, Kanakogi, Kanda, Ishiguro, & Itakura,
2013).These pillars, which will be described in greater detail below, are child-centric, meaning
that they apply to how children are involved (or not) in the learning experience. Is the child
active and minds-on (Duckworth, Easley, Hawkins, & Henriques, 1990)? Is the child engaged in
the learning experience and remaining on task? Is the child finding meaning that goes beyond the
app? Is the child engaged in high-quality social interaction with others while playing with the
screen? And does the app provide a learning goal? Much like the producers and developers of
television, games, and other digital media, some developers have clear learning goals in mind
when designing and marketing an app (e.g., to teach children about numeracy), and others have
no clear learning goals for their apps and design them only to be entertaining. One popular
children’s app developer, Toca Boca, has apps that are often at the top of the “education”
category in the App Store. However, Toca Boca’s CEO, Björn Jeffrey, recently stated (Banville,
2014), my argument would be: Education is great and it has its place, but there are other things
we can do for children other than just educate them. Just looking at learning from a broader
sense, there are things you can learn . . . that are not from a strict curriculum perspective—things
like collaborating or using your imagination or being creative. There’s a place for that in an
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educational context, but they are also things that can be just learned from doing completely
different things. I see us as a company that makes apps for children or digital toys for children or,
more simply, products for children, but it is about the children first. If they can be used in an
Hirsh-Pasek et. al, educational company. I see us as a company that makes apps for
children or digital toys for children or, more simply, products for children, but it is about the
children first. If they can be used in an educational context, great, but that’s not the intent.This
quote highlights a distinction that is critical when thinking about “educational” apps. Throughout
this piece, we use “learning” and “education” interchangeably to refer to learning in a general
sense. This is important to clarify, because the term “educational” may be interpreted as
research have shown, learning and education occur in both formal (i.e., school) and informal
(e.g., museums, the play-ground, home) settings. When the term “educational” is thought about
broadly as inspiring “learning,” we begin to more clearly define what we mean by educational
apps.As a starting point, our pillars are applied to another medium that has featured a torrent of
viewing experiences on a range of academic subjects, including reading, math, science, and other
content areas (see Fisch, 2004; Fisch & Truglio, 2001, for reviews). These studies offer a
window into many of the develop-mental challenges, limitations, and opportunities for using
screen media as a learning tool with young children. .To make the case for a new
conceptualization of “educational” apps, we will (a) describe and operationalize each pillar in
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depth, (b) ask how the pillar applies to television research, and (c) describe the ways in which the
pillar could apply to the evaluation, development, and design of apps for young children
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Methodology
Here shows the method arrived at results by applying valid and reliable methods.
I. Research Design
The research design used for this research was the phenomenological design.
point of view. The study utilizes the participant’s experience in the usage of educational app and
For this study, the participants are the Grade 11 students studying in Congressional
Integrated Senior High School, specifically ten chosen grade eleven students taking Science
Technology Engineering and Mathematics (STEM) strand, 5 from section 2 and 5 from section
3. The study focuses on students who uses or has experience with educational application that
will help to strengthen the claims of this study, the researchers, decided to use random
Before:
On December 14, 2018 the researchers held a meeting at the CIHS Biology Laboratory.
There, the researchers composed 10 different questions and some follow-up questions in
accordance to their study about Educational apps, which will be used as a guide during the
interview process. After the researchers completed constructing the questions, they sought for
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the confirmation and approval of Mrs. Lovely L. Fernandez-Matubang, Practical Research
During
The interview took place in Congressional Integrated High School-Senior High and lasted for
a whole day. The researchers randomly selected participants for the interview. The researches
also filmed videos, if approved by the respondent, and voice recorded the interview process.
After
After interviewing 10 randomly chosen respondents, the researchers organized the collected
data in one of the researcher’s house. Then, the researchers wrote down the raw interview
with the help of the audio recording, followed by typing the participants answer into a
document. The researchers then revised the transcription, clustered the theme/s, and analyzed
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I. Interview Protocol
1, this study entitles “Educational apps: Technological Advancers towards future education”, you
will be having a one-on-one interview with the researchers consuming 5-10 minutes of your
time. The researchers are hoping that you answer the questions with full sincerity and honesty,
entrusting them your answers attached with much confidentiality protected at all cost. You are
allowed to use any language that makes you comfortable answering our questions. Thank you
2.Would you rather use an educational app by yourself or with peers and why?
6.Do you think that educational apps better than traditional teaching, why so?
8.What advantages does a student can have is he or she uses educational apps, why is it
so?
10.How could you share the idea of educational apps to you friends/other people?
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Results
II. Theme Clustering
The answer per question is tallied then clustered into themes, the tally per question are the
following.
Tallied answers:
User friendly- I
Easy to use - II
Interactive - I
Reliable - II
Convenient - II
2: Would you rather use an educational app by yourself or with peers and why?
Alone: IIIII
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*better to learn - 2
Reliable sources - I
Contains information - II
Helps learning - II
Makes it fun - II
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Is more attention-seeking - II
6.Do you think that educational apps are better than traditional teaching, why so?
-Educational apps are usually made to improve traditional teaching, but does not necessarily
Handy IIIII
Mobile I
10. How would you share educational apps with other people?
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III. Theme Clustering
The Following are the four themes clustered from the gathered data:
Theme 1: Convenience
2. "A function in which certain kinds or pieces of information can be easily accessed by
4. Very convenient, and handy. Despite its small storage size, it offers wide variety of
educational perks
5. I expect it to be user-friendly
6. Educational apps are very handy whenever I need to study in advance or to review past
9. Educational apps were made to help students learn or even people who already work so
I think if you can have educational apps, since they are more convenient to use and you
can use them anytime and anywhere, you would engage more in the thing that you want
to learn
10.It’s more convenient since majority of today’s learners have their mobile devices so
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12. It is easier to access and it is convenient. As a student we usually use our phones and
13. It will not be very hassle for the students to have references for their studies since it
will be given through the application and it won't consume so much time since it is high
14. Educational apps are useful when you need to learn about something in a short span
of time, or when you are trying to learn something new without the hassle of other
15. First, the student gets more access to more information, as well as having it easier to
learn such information over students who only use conventional methods.
16. The educational app is handy unlike the traditional way of teaching that can be a
hindrance to us.
19. Convenience, In terms of time, especially for us SHS students. We tend to have
handful of tasks and activities ahead of us. The utilization of educational apps will help
20. Educational apps are much more organized, you can do a task in a part of an app and
another task to a different part that’s why it is more convenient and you can use it
1.A: If it contains reliable sources, just like Starbooks, it contains sources that researchers
may use.
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2.Oh for educational apps I expect them to have the same contents as a normal book
3.We can find such things like lessons that are either sent by our teachers, searched in
google for us to study or at least used as our reference for advanced studying.
4.Of course I want it to contain facts and it should have no opinions. I also want it to have
less ads.
5.What i want to find in an educational app is an abundant source of information and can
6.If it has something that you can learn the same in school
it
8. Educational apps are useful as they help make information a lot more accessible to the
public, as well as breaking it down into simpler ways, that would help us absorb the
9.There will be more understanding because the app will stimulate self studying and your
knowledge will widen due to the facts and information in the app.
10.An advantage is, more information can be taken, it is wider than other information-
Theme 3: Interactive
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2. To make it more entertaining I think you can create an educational app as a game or
3. Since it’s called an educational app, information should be taken from it. It should also
6. The user interface, themes and different platforms makes an educational app pleasing
and entertaining
8. It lessens learning stress induced by having the lesson in a form of games and more,
10. Most educational apps nowadays are using different formats to provide information,
formats that are a lot more eye catching and attention grabbing than other sources of
knowledge, like books. These formats also make taking information easier, be it through
11. As long, as it stimulates our brains, our thinking skills, as well as when it provides
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Theme 4: Helps in the learning process
1. For me it improves the learning experience due to that it reduces the time needed to
3. These applications are useful whenever there are no classes for that day. For instance,
an unexpected suspension is conducted due to typhoons, holidays, and etc. Our teachers
can send the lessons through an educational app or she can send homework or quizzes
4. I will consider it useful if it helps in the learning of a student and makes him more
5. Educational apps becomes entertaining for me when it makes my school life easier by
7. I can easily answer requirements from school that can improve my grades.
11. Educational applications can be entertaining when there's a quiz or test after the
lesson, then you can test your mind if you have learned something. Also, when there's a
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DISCUSSION
The use of educational apps is becoming more prevalent these days and one of the reason
is that learners usually use educational apps due to its convenience. In Participant 1’s answer, he
said that he is looking for something easy to use while Participant 2 said that he wants a function
where certain kinds of information can be easily accessed by those who use the app. Participant 3
and Participant 4 stated that an app needs to be convenient, handy and should use small storage
space while Participant 5 expects the app to be user-friendly. Meanwhile, the participants also
said that educational apps should be very handy whenever they are studying or reviewing so
anyone would conveniently learn from it. In a statement, “Educational apps were made to help
students learn or even people who already work and you can use them anytime and anywhere,”
the respondent said that the apps should be ready to use anywhere to help learners engage in the
topic they want to learn. The respondents also said that along with being convenient, the apps
should be enjoying to use by the learners and easier to access due to the prevalent use of mobile
devices of students. Educational app should not be hassle for students when looking for
references for their studies and at the same time, it should help someone learn in a short span of
time. The student using educational apps gets more access to more information than students
who use conventional methods. Furthermore, In using the app, the user should be able to
schedule his/her lessons, making it more convenient. The respondents also said that Senior High
School students have a handful of tasks and activities, making educational apps a big help for
them. Lastly, the respondents stated that educational apps are much more organized making them
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Reliable information is a strong basis to consider an app to be educational. In participant
1’s answer, he said that if an app contains reliable sources, it contains sources that researchers
may use. Having reliable sources supports the credibility of an information which helps
researchers in completing their task. The respondents said that they expect an app to have the
same contents as a normal book would do especially like E-books. Finding lessons sent by their
teachers and finding references for advanced studying are also considered by the respondents.
“Besides containing facts, I want it to have less ads,” a respondent stated when asked what he
wants in an educational app. Moreover, educational apps are said to be useful as they help
breaking down data into simpler ways that would help them absorb the information easier. When
asked for advantages of an educational app, a respondent said that there will be more
understanding because the app will stimulate self-studying and will widen a learner’s knowledge
due to facts while another respondent said that educational apps are wider than other
information-providers that’s why more information could be taken from it. With contents useful
for the learner, an educational app will have information that can help him/her.
The ability of an app to help learners be interactive is also one of the main results of this
research. One reason why an educational app should be interactive is because the users are
mostly students. An educational app makes learning more fun, convenient and fast. A respondent
said that an educational app becomes entertaining when there are games included in it or
anything that suits the interests of the learner while another said that it will be entertaining if the
user interface, themes and platforms of the app is pleasing. As most apps use twists, they also
lessen learning stress induced by having the lesson in a form of games and more, making
learning fun because of its digital feature. Activities offered by an app that promotes engagement
of students in certain topics makes an educational app ‘educational’ along with stimulating their
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thinking skills as well as providing useful information. As stated by a respondent, most
educational apps nowadays provide information by using different formats that are a lot more
The researchers also gathered that an educational app helps in the learning process of its
user. A respondent stated that an app improves the learning experience because it reduces the
time needed to understand a certain lesson, while another said that it helps him discover more
things, specifically lessons found online. Educational apps are useful whenever there are no
classes for a certain day, letting the teacher send lessons, homeworks or quizzes through it. An
app is also considered useful if it makes the student more engaged in the lessons. Meanwhile, an
app becomes entertaining if it makes a student’s school life better by making requirements easier
and making him interested in a certain topic. Aside from helping with a student’s study in school,
an app should contain things that helps them learn. Moreover, a respondent stated that
educational apps can be entertaining when there’s a quiz or test, so after the lesson, learners can
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IV. Verification
Different applications that offer educational functions are already on and are ready
to be utilized and used. The review of related literature already showed proposed factors in
considering applications whether it is truly educational or not, but actual educational app users
conducted among the randomly selected senior high school students of Congressional
Integrated High School, aims to discover if these so called educational apps, really improve the
process of learning.
educational apps really help to improve the process of education. The questions mainly revolve
on: What do you expect in an educational app? How can educational app improve your
learning experience?, What makes this educational apps useful?, and so on.
On the first five questions, the respondents’ view on educational apps, their
preference in using it, and their standards whether to consider an educational app helpful were
In the first question: What do you expect in an educational app? The respondents
stated that in order to consider such apps to educational, it should possess all the following
properties: convenient, reliable, concise, interactive and user-friendly. This strongly shows that
In the second question: Would you rather use an educational app by yourself or
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with your peers, and why? Most of the respondents say that they prefer using educational apps
alone.
The next question goes around the factors that make an educational app
educational and the answers are as follows: It has the same contents like what are being taught
in school, it stimulates the brain, has adequate information for learning, and are from reliable
resources.
The fourth and fifth questions are focused on the overall learning experiences of
the respondents towards educational apps. The fourth question, How can educational apps
improve learning experience?, was answered by the following: It makes learning fast and it
makes the lesson engaging and fun. The fifth question is How can educational apps make
learning entertaining? The two main answers are as follows: It lessens stress through the
incorporation of games, and because of new inventions that are hooking them up. Both of the
The second half of the questions mainly covers the ideas on why do the
respondents choose (or not) to utilize and incorporate educational apps in their study regimen.
It also includes questions about the respondents’ thought about the disadvantages and
The sixth question asked to the respondents was: Do you think that educational
apps are better than traditional teaching, and why? The main idea pointed out by the
respondents is that traditional teaching is still better. This is due to the fact that educational
apps are made to improve traditional education and it doesn’t necessarily mean that these apps
replace traditional teaching. This supports the statement: the emergence of educational
applications (apps) is impacting the work of teacher/educators. Beyond online lists of best apps
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for education and recommendations from colleagues, teacher/educators have few resources
available to support their teaching of how to select educational apps (Todd Cherner, Judy Dix,
Corey Lee), which is true due to the fact that educational apps align with known processes of
children’s learning and development, and offer a framework that can be used by parents and
The seventh question, What makes an educational app useful?, Is answered with:
It comes in handy and it gets the job done. This is because children are in the midst of a vast,
unplanned experiment, surrounded by digital technologies that were not available but 5 years
ago (Hirsh-Pasek 2015), which practically means that students will tend to use tools that would
The eighth and ninth questions tackled the advantages and disadvantages of an
The eighth question is what advantages can a student have if he/she use
educational apps, and why? The main advantage that a student can get based from the
respondents is that it is more easy and fast. Truly, convenience has been the major reason why
the respondents keep on using educational apps. Again, this supports Hirsh-Paseks’ 2015
statement that there is simply no time, money, or resources available to evaluate each app as it
enters the market. Thus, “educational” apps—the number of which, as of January 2015, stood
at 80,000 in Apple’s App Store (Apple, 2015)—are largely unregulated and untested.
Finally, the last question on how the respondents would share the idea of using
educational apps came up with one answer, and this is all through the use of social media.
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V. Overall Essence
learning arose leading the birth of educational apps, being a large innovation of technological
learning since the invention of the overhead projector. In fact, the use of these apps can be
easily observed especially because students are the main users of these innovations. To learn
more about the characteristics of these apps, the researchers conducted a study with 10
STEM students. After gathering the data, characteristics of educational apps have been
identified and these were convenient, contains reliable information, interactive, and helps in
This portion answers the research question, what makes an app educational? This part
shows the characteristics of apps that are considered educational by learners. Many STEM
learners, especially students, need handy tools. Many stated that an educational app is
convenient because most students these days use smartphones and gadgets, making the
educational apps easily accessible. Some want an app to occupy small storage space while
convenience of an app helps in knowing the reference of a study and learning in a short span
of time, reducing the hassle of other complicated methods of learning. Lastly, an educational
app is well organized easing the stress of learning and organizing activities, quizzes etc.
Most students also expect an educational app to have reliable information to be a credible
information provider. Many stated that educational apps must possess reliable information
and contain sufficient knowledge about a certain topic, believing that the basis of getting a
reliable information from an educational app is if it contains the following: sources that most
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users may use, same contents as a normal book, should contain facts and is accessible to the
public. One stated that because of having reliable information, educational apps can stimulate
self-studying and widen the knowledge due to the facts that the apps contain. Moreover, with
the use of educational apps, learning becomes more interesting, because educational apps
Being interactive is another gathered result of this research. Most students expect an
educational app to offer activities that would promote engagement and participation of
students and learners to a certain topic. Some want these apps to be pleasing and entertaining
by having different platforms, twists and games, adding a new way for teachers to teach
lessons. By having these different activities, it will lessen the stress induced by a learner,
gathered answers.
STEM students believed that educational apps improved the learning process of a user.
One stated that these apps reduce the time needed to understand a certain lesson while
another said that they improve learning with the use of additional information within the
application's extensions such as the internet. It can also improve the learning process by
bridging the gap between the students and the teachers, especially in the times that classes are
needed to be canceled. Also, the engagement of the user to the app also affects the learning
process. Some also responded that with the use of educational apps, they're most likely to
feel easier in accomplishing school tasks. Educational apps are also said to help in the
learning process by including interesting ideas and thoughts published in it. School-based
and factual ideas are also considered by the participants to change the learning process.
Lastly, educational apps change the way of learning by the utilization and incorporation of
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different strategies and media, such as; Including video lectures and examples, and having an
There are more characteristics that could consider an application as educational and
advantages of using these apps. These characteristics answered by the respondents are
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VI. References
https://www.researchgate.net/publication/275410459_Putting_Education_in_Educational_Apps_
Lessons_From_the_Science_of_Learning
cdev.12166
j.1467-8624.2009.01338.x
Separating
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