It is clear there is a need for more research into the effectiveness of mathematical apps and their role in the classroom. Technology is a factor that is being relied upon more and more within our classrooms therefore this is an area that all educators should be aware of. "As past research indicates, games and learning by teaching can be useful tools, but learning ultimately depends on whether the learning environment is appropriately designed to foster productive cognitive processing" (Fiorella et al., 2019).
"In short, the effectiveness of games (or other media) ultimately depends on how well the specific instructional features are designed to support learning" (Fiorella et al., 2019).
"The affordances of math apps, such as self-pacing immediate feedback, and breaking down complex processes into small steps, may be even more beneficial for struggling students. It is not uncommon that in regular math instruction, struggling students are unable to keep up with the pace of general students" (Zhang et al., 2015).
When designed and implemented correctly, mathematical applications give all students an entry point and there is a high ceiling for student learning. However, the teacher's role is incredibly important in the engagement and achievement of elementary students in mathematics. As educators we must carefully examine the apps we are using and how they can benefit our students. We must first get to know our learners and then determine what learning path works best for them, technology has the ability to act as a partner in this path when incorporated correctly.