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How I Test a Math App Before My Own Kids Ever See It

How I Test a Math App Before My Own Kids Ever See It

There's a stack of math apps on the old iPad in our kitchen drawer that my kids never got to try. I downloaded them, opened them myself, and deleted them before bedtime. My daughter doesn't know they existed. That's the job. Before I figure out how to evaluate a math app for kids and decide if it earns a spot on their screen, I spend twenty minutes pretending to be an eight year old with it, and most apps don't survive that.

I've built software for fifteen years, and I make a math app for my own kids, so I know where the shortcuts get hidden. A cheerful start screen tells you almost nothing. What matters is what happens three taps in, when the marketing is over and the actual thing your kid does five hundred times starts.

I answer wrong on purpose first

The very first thing I do is get a problem wrong. Not by accident. I tap the wrong number and watch what the app does with a mistake, because that reaction is the whole personality of the thing.

A lot of apps do one of two bad things. Some make the wrong answer feel great: a funny sound, a little animation, a "nice try, buddy!" that lands about the same as getting it right. Kids are not fooled by this for long, but while they are, they learn that being wrong is fun and cheap. Others go the other way and flash a big red X with a buzzer, which teaches a six year old that math is a place where you get scolded.

What I want is quieter. The app should show the right answer, ideally show why, and then give my kid another crack at the same kind of problem. Getting 8 minus 3 wrong should mean the next question is also a subtraction problem in that range, not a jump to something new while the confusion sits there. If the app just moves on, it doesn't actually know my kid got stuck. It's a slideshow with a scoreboard.

I count how much math actually happens

Here's a test that has killed more apps for me than anything else. I set a timer for two minutes and count how many math problems I actually solve.

You'd be surprised. Plenty of "math apps" spend those two minutes on:

  • A cartoon character walking across the screen
  • Choosing an outfit for a pet
  • A loading spinner between every single question
  • A reward animation that you can't skip

I played one where a full thirty seconds passed between problems, all of it decoration. A kid using that for ten minutes might do fifteen problems. Ten minutes of a good app is more like sixty. The math is the point. If the app treats the math as the thing to get through so you can reach the fun part, it has the whole relationship backwards, and your kid will absorb that backwards message without anyone saying it out loud.

I look for the difference between busywork and progress

This is the one that's hard to see and matters most. A math app can keep a kid tapping happily for twenty minutes and teach them nothing, because it's feeding them the same easy problem over and over and calling the tapping "practice."

Real practice moves. If my kid gets ten addition-within-ten problems right in a row, a good app notices and nudges up. Maybe the numbers get bigger, maybe it introduces carrying, maybe it mixes in a couple of subtraction problems so the brain has to actually decide what to do instead of running on autopilot. That deciding is where the learning lives. An app that never raises the bar isn't building mastery. It's a treadmill set to zero.

So I deliberately answer a bunch of problems correctly, fast, and see if the app reacts. Does it get harder? Does it seem to know I've got this and give me something new? Or does it just keep serving the same thing with a bigger pile of coins? Coins for correct answers are fine. Coins for doing the same easy thing forever is a way to make a kid feel productive while standing still.

I check who's making money and how

Somebody paid to build the app. I always want to know how they get that money back, because the answer shapes every decision inside it.

If it's ads, the app is being paid for my kid's attention, and that changes what it's designed to do. Now it wants my daughter to stay on as long as possible and to tap on things, which is a completely different goal than helping her learn subtraction quickly and go outside. I've seen "free" kids math apps with a full-screen ad between every level and a fake close button that's actually the ad. That's not built for children. That's built at children.

Subscriptions and one-time purchases aren't automatically virtuous, but at least the incentive points the right way: I paid, so the app's job is to make me feel like it worked, which mostly means teaching my kid something. I'd rather pay a few dollars than hand my child's attention over to whoever's bidding highest that day.

I read what it collects, quickly

I'm not a lawyer and I don't read every privacy policy word for word, but I do a thirty-second check. Does a math app for a seven year old really need my kid's real name, a photo, a birthday, and location? A good one collects close to nothing, because the people who built it have kids and know how it feels to hand that over. If a "kids" app asks for a lot and won't say why, that reluctance is the answer.

The word to look for in the U.S. is COPPA, the law covering data from children under 13. An app built honestly for kids mentions it plainly. One that dodges the question is telling you where its head is at.

What I'm really deciding

When I sit down with a new app, I'm not asking whether my kids would like it. They'd like almost all of them, because these things are engineered to be likable. I'm asking a narrower question: after ten minutes with this, will my kid know something they didn't know before, or will they just have been busy?

That's the bar we set when we built our own app too, and it's the one that ruled out most of the ideas that sounded fun in a meeting. Busy is easy to manufacture. A kid who's a little better at math than they were yesterday is harder, and it's the only thing worth measuring.

So try it before they do. Get a problem wrong on purpose, count the real math in two minutes, and see if it ever gets harder. Twenty minutes of you playing badly on the couch will tell you more than a hundred five-star reviews. If the app survives that, hand it over. If it doesn't, it goes in the drawer with the others.

LM
Logan Moore
Software engineer, 15 years

Logan Moore has built software for fifteen years. He builds Math Prizes for his own kids and writes here about how learning apps are actually made, including the design tricks that separate a real teaching tool from a slot machine.

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