In searching for and trialing different apps, a pattern emerged where apps fell into one of two categories. The first category was skill reinforcement and was typically associated with computation. The second category was more conceptual and either provided a tool to promote understanding or taught a mathematical concept.
The majority of the math apps tend to be skill focused so in thinking about the aspects of what makes a math app good, I took into consideration the following factors:
Here are some math apps that meet most if not all of the above criteria.
I am often reluctant to recommend math apps that are of a "drill and kill" nature. These apps often offer very little outside of simply being repetitious. Their motivation factors are often in the form of a badge or the acquisition of points. While there may be an argument for rote memorization of computation facts and quick recall, it would also be beneficial to provide students with some strategies. This is where the Teachley apps fill that particular gap. Teachley is a app developer started by former teachers and Math PH.D students whose apps are based on math foundations and strategic ways of thinking about computation. Although they have produced six apps to date, only the first three are being recommended: Addimals, Subtractimals and Mt. Multiplis.
The Teachley family of apps comes in two versions: standalone and the EDU version which is based on an annual subscription. The standalone version is exactly that - once downloaded, it remains on the user's Apple ID forever and can be installed on a variety of devices belonging to the user. The EDU version provides access to multiple apps and a variety of features not available on the standalone version and is more applicable for a teacher using the apps with a class or a number of students. The EDU version of the apps utilizes a web dashboard that monitors students' progress and achievements. It can also be used to customize individual students' app experiences such as changing the level of play. Once a subscription has expired, the user will lose access to all apps.
Addimals was the first app released by Teachley and is embedded within a story of lost treasure featuring a cast of characters each with fun and captivating voices and personalities. The heroes in this story are Captain Memo and his team who are trying to stop Professor Possum from reaching his diabolical goal. Math facts are introduced gradually within a ten by ten grid. The first level features addition facts to 5. Subsequent levels feature addition facts from 10, 15 and then 20. The game has two phases to it: the tool round, where individual strategies are introduced and then the speed round where students have to demonstrate their recall abilities. The tool round uses each of the different characters to introduce a different way to come up with the solution. These strategies include counting all starting from zero, counting on from the largest number, doubles (in situations where two numbers might be close to a double problem, thinking about what the closest doubles might add up to and then either adding or taking away one), forming a group of ten and then adding the leftover, and finally memorizing the addition solution (which is promoted as the ultimate goal). Facts that are successfully answered become green blocks and when they are memorized (answered within a short period of time), they are turned into gold blocks.
Subtractimals continues the theme of Addimals but introduces different strategies to support students in Subtraction. New skills include counting on and counting back.
Mt. Multiplis uses the same formula as Addimals and Subtractimals with a different storyline and a different approach to calculating multiplication facts. Mt. Multiplis uses the concept of grouping as the basis of figuring out multiplication facts.
In the area of math teaching, there a few organizations/companies that I constantly hear over and over again. The first is NCTM (The National Council of Teachers of Mathematics), another is Math Learning Center and the last is BrainingCamp. Both organizations develop math apps that are steeped in pedagogy backed by research and teacher experience. These apps are not necessarily apps that you would ask your students to use independently but rather they tend to be teacher led.
NCTM Apps - KenKen, Pick-a-Path, Deep Sea Duel, Okta's Rescue, Equivalent Fractions and Okta Pi fight
The NCTM is the world's largest organization concerned with mathematical education. Although they do not produce a lot of apps nor are they in my opinion the highest quality apps, their website is full of resources for teachers of mathematics. Their apps are free and tend to promote mathematic thinking rather than specific skills. They also have a plethora of browser apps that are mobile optimized for all ages and concepts.
BrainingCamp Apps - Virtual Manipulatives Bundle ($19.99)
BrainingCamp was founded by a group of education and technology professionals who are passionate about making math interactive and engaging. The company believes that students struggle with math because they cannot easily visualize abstract concepts or connect theory to the world around them. As a result, Brainingcamp has committed itself to developing technology that makes math more hands-on and shows students how math is valuable in solving real-world problems.
The virtual manipulatives bundle is actually a combination of 14 separate apps, which individually allow students to conceptualize math in a more tactile and visual manner. Math manipulatives are not a new concept. Teachers, particularly at the elementary level, have been using them to illustrate, demonstrate and assist students in making math more "real" for decades. Manipulatives allow students to make correlations between the virtual concept of an equation with the tangible through physical materials. In my own experience as a primary teacher, I have found that different manipulatives hold different appeal to different students. Some students loved the number line as a relatable tool for addition/subtraction problems (they might have used their ruler or a physical number line taped on their desk) while others preferred using unifix cubes as a more tangible tool.
The strengths of this app are many but at the top of the list is the diversity of the manipulatives that cover such a large span of the mathematics curriculum. Among the many tools included in the bundle are favourites such as Base Ten blocks, Connecting Cubes (unifix cubes), Geoboard, and Fraction tiles to name but a few. Due to the wide range of tools, this App bundle really provides utility to a diverse range of ages from Kindergarten all the way to Secondary School (higher level students will appreciate the Algebra Tiles and Place Value disks). Finally, the question is likely to arise - these tools already exist in a physical form so what advantages might a digital tool have over a more traditional tool? The answer is really situational and dependent on the specific dynamics of the classroom. Some classrooms do not have enough manipulatives for every student to have a set. Other classrooms may have some tools but not others. Physical resources also take up storage space. Both physical and digital manipulatives involve tactical movement although the physical will be more concrete. However, for students who may have fine motor difficulties, the iPad may be more practical (e.g. geoboard). Finally and perhaps the strongest argument for the use of a virtual manipulative is that the app is also an expressive tool where the student is able to mark up their page using not only manipulatives but to then create digital notes using markers that allow for annotation. This can then be exported as an image to the camera roll and subsequently integrated into a larger presentation (see App Smashing).
(Classic) Explain Everything ($9.99 or annual subscription)
When I try to describe this app to teachers, I often think of the popular ad campaign from the 80s launched by MasterCard - for writing, there are lots of writing apps; for everything else, there's Explain Everything. In having worked with students who struggle with writing over my teaching career, I have come to embrace that writing is just one of many forms of demonstrating what we know. I'm not discounting the importance of writing here but I'm also recognizing that there are so many other modes of exhibiting learning other than writing. When you consider the Universal Design of Learning model which promotes the three tenets of teaching: multiple means of expression, multiple means of representation and multiple means of engagement, one comes to understand that merely asking student to represent their learning through words is only allowing them to access one part of their brain.
That is where Explain Everything comes in. Sure, student can still demonstrate their learning through writing using this app but they can also do so much more. This app falls under the category of an interactive whiteboard which is simply a canvas for drawing, creating, interacting, recording, and presenting knowledge through a wide array of tools. Students and teachers alike will appreciate the app for its versatility (the canvas is literally endless), its flexibility (there are few restrictions in what how to engage with it) as well as its transferability (the final product can be exported in a number of ways). Finally, the app is a great medium for sharing information. Once a project is completed, it can be stored on the device, shared with others within a class or released to the world so that others can benefit from a student's interpretation of a concept. Moreover, students can benefit reciprocally by viewing other public presentations as well. This is an invaluable tool for educators to present a particularly abstract concept. Imagine the power of creating a dynamic high school science presentation on molecular bonding. Rather than relying on a series of diagrams in a textbook, the app transforms a flat motionless image into a video of sorts that can be annotated with words or voice.
Explain Everything comes in two flavours - the Classic app which is a one time purchase. Alternatively, the app can also be downloaded for free but in order to use it, the user(s) must subscribe to the service on an annual basis. Either way, this is a classroom staple and one that is suitable for all ages!