App Evaluation
There has been a recent explosion in the number of applications or "apps" that claim to be educational. Completing an Internet search will reveal rubrics to evaluate educational computer-based programs, but there are only a limited number for educational app’s (Lee & Churner, 2015). This sentiment is shared by others. Wook Ok, et al. 2016, discussed the attention that mobile applications are receiving in education and sought to introduce an evaluation rubric to help teachers, parents and other professionals in evaluating apps for students with learning disabilities.
The need for such evaluation is apparent when the number of educational app’s available is considered. In 2015, Hirsh-Pasek, et al. completed research aimed at developing a new standard in the evaluation and effectiveness of educational app’s designed to promote active, engaged, meaningful, socially interactive learning based on the “Four Pillars of Learning”. The Hirsh-Pasek, et al. article continues to discuss presents the four pillars as follows:
Active involvement: Students play an active role in their learning. For apps, this requires the student to be mentally active or "minds on".
Engagement: Engagement is critical for learning as it fosters 'on task' behaviors that support learning.
Meaningful Learning: Sustainable and useful learning comes by making connections to previous knowledge giving that learning purpose and relevance.
Social interaction: Social interaction supports learning. This is evidenced by various studies that show social interaction enables learning as it supports social cues that support elicit complex reactions in the learner.
The need for such evaluation is apparent when the number of educational app’s available is considered. In 2015, Hirsh-Pasek, et al. completed research aimed at developing a new standard in the evaluation and effectiveness of educational app’s designed to promote active, engaged, meaningful, socially interactive learning based on the “Four Pillars of Learning”. The Hirsh-Pasek, et al. article continues to discuss presents the four pillars as follows:
Active involvement: Students play an active role in their learning. For apps, this requires the student to be mentally active or "minds on".
Engagement: Engagement is critical for learning as it fosters 'on task' behaviors that support learning.
Meaningful Learning: Sustainable and useful learning comes by making connections to previous knowledge giving that learning purpose and relevance.
Social interaction: Social interaction supports learning. This is evidenced by various studies that show social interaction enables learning as it supports social cues that support elicit complex reactions in the learner.
For the average educator, the choice of educational apps is overwhelming; their quick assessment and review often difficult and time consuming. The following rubric has been created to allow teachers, parents and other professionals to assess an educational app’s merit based upon the Four Pillars of Learning as defined by Hirsh-Pasek’s 2015 work and with consideration for the work completed by Lee & Churner and Wook Ok, et al.
|
Rubric Exemplar
PhET Simulations is a Science and Math simulator that can be downloaded onto any mobile device. It provides a simple interface that replicates a number of Math and Science concepts from the elementary grades through to university post-secondary. The rubric was used to assess the simulator app DC Circuit Construction Kit. This is also the app used as the exemplar for self-reporting of Core Competencies. |
|
|
Referenced articles are available for direct download below.
|
|
|
REFERENCES
Hirsh-Pasek, K., Zosh, J. M., Golinkoff, R. M., Gray, J. H., Robb, M. B., & Kaufman, J. (2015). Putting Education in “Educational” Apps. Psychological Science in the Public Interest,16(1), 3-34. doi:10.1177/1529100615569721
Lee, C-Y. & Cherner, T. S. (2015). A comprehensive evaluation rubric for assessing instructional apps. Journal of Information Technology Education: Research, 14, 21-53. Retrieved from http://www.jite.org/documents/Vol14/JITEV14ResearchP021-053Yuan0700.pdf
Wook Ok, Min & Kim, Min & Young Kang, Eun & Bryant, Brian. (2015). How to Find Good Apps: An Evaluation Rubric for Instructional Apps for Teaching Students With Learning Disabilities. Intervention in School and Clinic. 51.10.1177/1053451215589179.
Hirsh-Pasek, K., Zosh, J. M., Golinkoff, R. M., Gray, J. H., Robb, M. B., & Kaufman, J. (2015). Putting Education in “Educational” Apps. Psychological Science in the Public Interest,16(1), 3-34. doi:10.1177/1529100615569721
Lee, C-Y. & Cherner, T. S. (2015). A comprehensive evaluation rubric for assessing instructional apps. Journal of Information Technology Education: Research, 14, 21-53. Retrieved from http://www.jite.org/documents/Vol14/JITEV14ResearchP021-053Yuan0700.pdf
Wook Ok, Min & Kim, Min & Young Kang, Eun & Bryant, Brian. (2015). How to Find Good Apps: An Evaluation Rubric for Instructional Apps for Teaching Students With Learning Disabilities. Intervention in School and Clinic. 51.10.1177/1053451215589179.