Our Process

How We Evaluate

Every app in our registry is evaluated against the Invariant framework—a rigorous set of learning science principles that determine whether an app actually teaches or just entertains.

Binary Verdicts

We don't use star ratings, percentages, or spectrums. An app either meets the standard for effective educational software, or it doesn't.

This isn't about being harsh—it's about being clear. Parents and educators deserve straightforward answers, not hedged recommendations.

An app that scores 70% on a rubric might sound decent, but if it's missing a critical learning element, it won't actually teach. Our binary system reflects this reality.

MEETS STANDARD
Evidence-Based Effective
DOES NOT MEET
Standard Not Achieved

The Invariant Framework

Developed by learning science researchers, the Invariant framework identifies the non-negotiable elements that must be present for learning to occur. These aren't nice-to-haves—they're requirements.

01

Active Learning

The learner must be mentally engaged, not passively consuming. Swiping, tapping, and watching don't count unless they require thinking. An app that lets you guess randomly until you're right isn't teaching—it's a slot machine.

02

Engagement in the Learning Process

Attention must be focused on the educational content, not distractions. If an app uses candy, pets, or mini-games as rewards, it's training kids to rush through learning to get to the fun part.

03

Meaningful Content

Content must connect to real learning goals and build on existing knowledge. Random trivia or disconnected facts don't constitute education, no matter how many of them you drill.

04

Social Interaction

Learning is inherently social. Apps should facilitate discussion, collaboration, or at minimum, provide hooks for caregivers to engage. Solo drill-and-kill misses how humans actually learn.

What Fails the Standard

These patterns are common in educational apps but actively undermine learning:

Gamification Over Learning

Points, streaks, and leaderboards that make the game the goal instead of the learning.

Guess-and-Check

Multiple choice where you can tap randomly until correct with no consequence.

Extrinsic Rewards

Candy, stickers, or unlockables that train kids to rush through content.

Passive Video

Long videos with no interaction or comprehension checks.

Drill Without Context

Flashcard-style repetition with no connection to meaning or application.

Age-Inappropriate Claims

Apps claiming to teach reading to 2-year-olds or algebra to kindergartners.

See the verdicts

Browse our registry of 2,000+ educational apps, each evaluated against these standards.

Browse Directory