RESEARCH BY APP CATEGORY

Education

What we found

Over the last 15 years, educational apps have evolved to become fun and engaging while helping kids hit their learning goals. Gamification motivates kids to learn by re­warding badges and leaderboard place­ment; micro and nano-learning cater to those with short attention spans with quick, bite-sized lessons; and virtual (VR) and augmented reality (AR) offer immersive learning experiences you can’t get in books.

With many schools providing devices, the amount of time kids learn through education apps on their personal devices is minimal – especially compared with how much time is spent on social media or gaming apps. Unchanged from the previous year, 2024 saw kids dedicate 6 minutes per day on educational apps installed on their personal devices. Language-learning app Duolingo was again the number 1 app by global popularity, and piano-learning Simply Piano was the educational app where kids worldwide spent the most time, practicing for 19 minutes per day.

In 2024, educational technology (EdTech) in schools continued to advance, with learning management systems (LMS) and classroom management platforms increasingly empha­sizing personalized, engaging, and authentic learning experiences. One interesting trend is the rise of “edutainment,” which mixes educational content with entertainment to maintain students’ interest.

School devices

Gathered mostly from school-issued and BYOD devices, Qoria group insights reveal the top 10 most popular learning-related platforms kids used across 2024, comparing use in the US, UK, and Australia.

This representation reflects device use in schools around the world: depending on where children grow up, access to school devices varies dramatically. Out of the 5 countries analyzed in our report, these 3 have a higher level of school device penetration, which is why we explore learning platforms on educational devices in these locations alone.

the most popular apps and websites on school devices in 2024

Schools in the US, UK, and Australia made fre­quent use of Google tools: Google Classroom featured in the top 10 in all 3 countries, ranking 1st overall in the UK.

Learning management systems (LMS) also fea­tured in the top 10 across all regions, though less so in the UK, where the classroom focus was more on review programs and learning tools. LMS GradPoint ranked highly in Australia, while other popular systems included Clever, Classlink, and i-Ready in the US.

Gamified learning proved a hit in 2024, with multiple game-based platforms featuring in the top 10 across all countries: reading challenge solution Beanstack proved popular in all areas, while activity site ABCya! made it onto both US and Australian popularity charts. In the UK, firm child-favorite quiz platform Kahoot! secured a top 3 position, while other quiz sites such as Quizlet and Quizzizz hit the top 10, too.

Personal devices

As in previous years, we focus on learning apps that children use on their personal devices, as opposed to school-based tools such as Google Classroom. As educational apps typically see lower usage compared to other categories like social media and gaming, we omit the “most blocked” section as educational apps are not a common problem for parents.

RESEARCH BY APP CATEGORY

Education

What we found

Over the last 15 years, educational apps have evolved to become fun and engaging while helping kids hit their learning goals. Gamification motivates kids to learn by re­warding badges and leaderboard place­ment; micro and nano-learning cater to those with short attention spans with quick, bite-sized lessons; and virtual (VR) and augmented reality (AR) offer immersive learning experiences you can’t get in books.

With many schools providing devices, the amount of time kids learn through education apps on their personal devices is minimal – especially compared with how much time is spent on social media or gaming apps. Unchanged from the previous year, 2024 saw kids dedicate 6 minutes per day on educational apps installed on their personal devices. Language-learning app Duolingo was again the number 1 app by global popularity, and piano-learning Simply Piano was the educational app where kids worldwide spent the most time, practicing for 19 minutes per day.

In 2024, educational technology (EdTech) in schools continued to advance, with learning management systems (LMS) and classroom management platforms increasingly empha­sizing personalized, engaging, and authentic learning experiences. One interesting trend is the rise of “edutainment,” which mixes educational content with entertainment to maintain students’ interest.

Most popular educational apps in 2024* vs average daily time spent

*Ranked 1-6 from most-least popular, based on total % of children opening app for at least 5 minutes across the year

School devices

Gathered mostly from school-issued and BYOD devices, Qoria group insights reveal the top 10 most popular learning-related platforms kids used across 2024, comparing use in the US, UK, and Australia.

This representation reflects device use in schools around the world: depending on where children grow up, access to school devices varies dramatically. Out of the 5 countries analyzed in our report, these 3 have a higher level of school device penetration, which is why we explore learning platforms on educational devices in these locations alone.

Most popular apps and websites on school devices in 2023

Schools in the US, UK, and Australia made fre­quent use of Google tools: Google Classroom featured in the top 10 in all 3 countries, ranking 1st overall in the UK.

Learning management systems (LMS) also fea­tured in the top 10 across all regions, though less so in the UK, where the classroom focus was more on review programs and learning tools. LMS GradPoint ranked highly in Australia, while other popular systems included Clever, Classlink, and i-Ready in the US.

Gamified learning proved a hit in 2024, with multiple game-based platforms featuring in the top 10 across all countries: reading challenge solution Beanstack proved popular in all areas, while activity site ABCya! made it onto both US and Australian popularity charts. In the UK, firm child-favorite quiz platform Kahoot! secured a top 3 position, while other quiz sites such as Quizlet and Quizzizz hit the top 10, too.

Personal devices

As in previous years, we focus on learning apps that children use on their personal devices, as opposed to school-based tools such as Google Classroom. As educational apps typically see lower usage compared to other categories like social media and gaming, we omit the “most blocked” section as educational apps are not a common problem for parents.

Children and educational app use in 2024

Globally, the top 5 most-opened educational apps on kids’ devices remained identical to the previous year, with the friendly owl-fronted language app at the top, followed by Google’s Photomath, then Kahoot!, Quizlet, and Simply Piano. Taking a deeper look into individual countries, AI began to make its mark across the lower half of the league tables in Europe: learning assistant Knowunity entered the UK, Spain, and France’s popularity charts for the first time, offering personalized study help across a multitude of topics such as algebra, poetry, and biology.

Although Minecraft: Education Edition is available in 115 countries, this learning-focused version of the world’s best-selling game only entered our Australian popularity chart, holding the number 2 spot for the 2nd year in a row.

Looking at time, however, the music tuition app Simply Piano was the educational app where kids worldwide invested the most, practicing for 19 mins/day. And while Khan Academy users around the world spent an average of 14 minutes a day on the platform, it’s in the US where study time really shone, with kids using the adaptive learning platform IXL for 34 minutes per day.

In Spain, children spent the most time (23 minutes/day) on Smartick, a math and reading-based adaptive learning platform that breaks down learning into 15-minute bursts for 4 to 14-year-olds. Down under, kids in Australia devoted the most time to another math learning app, Mathletics Students, with 15 daily minutes.

Most popular educational apps in 2024* vs average daily time spent

*Ranked 1-6 from most-least popular, based on total % of children opening app for at least 5 minutes across the year

Our 14-year-old was browsing YouTube and random sites during class, and during homework time. It was a huge distraction so we had to put up guardrails.

– Parent of 2, 50.

Time spent on top 6 most popular educational apps, from 2020-2024 (avg. mins/day)

Children and educational app use in 2024

Globally, the top 5 most-opened educational apps on kids’ devices remained identical to the previous year, with the friendly owl-fronted language app at the top, followed by Google’s Photomath, then Kahoot!, Quizlet, and Simply Piano. Taking a deeper look into individual countries, AI began to make its mark across the lower half of the league tables in Europe: learning assistant Knowunity entered the UK, Spain, and France’s popularity charts for the first time, offering personalized study help across a multitude of topics such as algebra, poetry, and biology.

Although Minecraft: Education Edition is available in 115 countries, this learning-focused version of the world’s best-selling game only entered our Australian popularity chart, holding the number 2 spot for the 2nd year in a row.

Looking at time, however, the music tuition app Simply Piano was the educational app where kids worldwide invested the most, practicing for 19 mins/day. And while Khan Academy users around the world spent an average of 14 minutes a day on the platform, it’s in the US where study time really shone, with kids using the adaptive learning platform IXL for 34 minutes per day.

In Spain, children spent the most time (23 minutes/day) on Smartick, a math and reading-based adaptive learning platform that breaks down learning into 15-minute bursts for 4 to 14-year-olds. Down under, kids in Australia devoted the most time to another math learning app, Mathletics Students, with 15 daily minutes.

Time spent on top 6 most popular educational apps, from 2020-2024 (avg. mins/day)

How long did children spend on educational apps on personal devices in 2024?

We’ve seen that kids mainly use their school devices for classroom-related activities, and the educational apps on their personal devices are mostly short, gamified learning experiences. The 6 minutes per day kids spent on learning apps reflects small, short educational bites: usually in the form of a session on their favorite gamified learning app, such as Kahoot! (9 mins/day) or Duolingo (8 mins/day). The flashcard-based tool Quizlet, which featured in all popularity charts except Spain, had kids globally spending 10 minutes on average creating, sharing, and studying interactive materials.

Average time spent on educational apps, month by month (avg. mins/day)

What we expect

As educational technology (EdTech) conti­nues to progress, we can expect more per­so­nalized, accessible, and immersive learning experiences for our children. In 2025 and beyond, experts predict we’ll see more advanced AI-powered adaptive learning, to cater not just to a child’s academic level but to their individual learning style and pace, and AI-driven tutoring will also give kids the chance to get instant feedback and guidance outside of the classroom. Advances in AR and VR will make immersive, interactive learning more available, for example, kids could learn about dinosaurs by exploring the prehistoric world in virtual reality.

With student wellbeing now taking center stage in many schools, EdTech platforms are increasingly incorporating social emotional learning (SEL) tools that help children develop emotional intelligence, interpersonal skills, and resilience. These tools often offer a curriculum of activities and resources that help children understand the importance of wellbeing, and connect with the person they are becoming in an engaging, dynamic way.

Because of the cybersecurity burden behind too many EdTech tools, coupled with their sometimes steep learning curves, many schools are looking to take a “less is more” approach to the technology they use, opting for fewer but more effective platforms.

The way kids use technology to learn might be changing, but parents’ and educators’ roles remain the same: to help children navigate the digital world responsibly and safely.

How long did children spend on educational apps on personal devices in 2024?

We’ve seen that kids mainly use their school devices for classroom-related activities, and the educational apps on their personal devices are mostly short, gamified learning experiences. The 6 minutes per day kids spent on learning apps reflects small, short educational bites: usually in the form of a session on their favorite gamified learning app, such as Kahoot! (9 mins/day) or Duolingo (8 mins/day). The flashcard-based tool Quizlet, which featured in all popularity charts except Spain, had kids globally spending 10 minutes on average creating, sharing, and studying interactive materials.

Average time spent on educational apps, month by month (avg. mins/day)

What we expect

As educational technology (EdTech) conti­nues to progress, we can expect more per­so­nalized, accessible, and immersive learning experiences for our children. In 2025 and beyond, experts predict we’ll see more advanced AI-powered adaptive learning, to cater not just to a child’s academic level but to their individual learning style and pace, and AI-driven tutoring will also give kids the chance to get instant feedback and guidance outside of the classroom. Advances in AR and VR will make immersive, interactive learning more available, for example, kids could learn about dinosaurs by exploring the prehistoric world in virtual reality.

With student wellbeing now taking center stage in many schools, EdTech platforms are increasingly incorporating social emotional learning (SEL) tools that help children develop emotional intelligence, interpersonal skills, and resilience. These tools often offer a curriculum of activities and resources that help children understand the importance of wellbeing, and connect with the person they are becoming in an engaging, dynamic way.

Because of the cybersecurity burden behind too many EdTech tools, coupled with their sometimes steep learning curves, many schools are looking to take a “less is more” approach to the technology they use, opting for fewer but more effective platforms.

The way kids use technology to learn might be changing, but parents’ and educators’ roles remain the same: to help children navigate the digital world responsibly and safely.

What we recommend

Try out apps first and see whether their learning objectives are clear

Features such as points, rewards, levels, and badges make gamified learning apps like Duolingo highly engaging, motivating kids to keep their learning streaks going. While some gamified learning balances education and fun effectively, we can’t be sure that all apps labeled as educational are as intellectually stimulating; as parents, we might have to decide if they are valuable, or just another time drain. We recommend that you try out apps first and see whether their learning objectives are clear and align with your child’s educational and developmental level – making sure that gamified elements like points and rewards don’t take center stage and distract from learning goals. You can also read parents’ reviews and feedback to gauge how well the app delivers on its educational promises.

Michael Guy
Digital Wellbeing Team, Qustodio

Kids need to be given tools and guidance to process information offline

People are programmed to find the easiest way to complete a task, or find information – and technology helps us out with this a lot! To help kids find and process information offline, they need to be given the tools and guidance to do so. Setting up screen time routines allows them to understand when and where they can use technology. For some kids and teens, taking devices away from them, or finding an area at home where there are no distractions during study time may also prove useful. Make use of other resources, such as visiting the local library, or trying more hands-on activities and experiments, getting involved yourself.

Emily Lawrenson
Digital Wellbeing Team, Qustodio

Research the platforms or apps that your child uses, and learn from them

To help make sure that the educational content your child consumes is age-appropriate and suitable for their learning level, it’s important to engage with them and become familiar with what they’re watching, so you can evaluate how useful or educational it really is. Research the platforms or apps that your child uses, and learn from them, foster critical thinking through open-ended questions like “Why do you use it?”, or “Why is it useful?” These questions help children justify and reflect on their choices. Through conversations, age-appropriate digital limits, and tools that limit access to inappropriate content, your child can navigate more safely, giving you greater peace of mind.

Gloria R. Ben

Psychologist and neuropsychologist

Schools can model effective and responsible technology use in the classroom

Schools can play a pivotal role in helping parents improve digital wellbeing by focusing on policies, education, and technology. Clear and collaborative guidelines around technology use – particularly for school-related devices – help parents understand what digital practices to encourage or avoid. Many schools already educate students in digital citizenship and media literacy, but they can extend these efforts to parents. Schools can offer basic training sessions, webinars, or resources with answers to common questions, digital contracts for families, and other practical tools. Finally, schools can model effective and responsible technology use in the classroom. This includes using devices to enhance learning through engaging and dynamic approaches, rather than replicating traditional methods on a screen. It also means demonstrating proper safety measures, such as mindful content filtering and classroom management tools, to keep students focused and safe.

Josh Gabel
VP Qoria Europe

What we
recommend

Try out apps first and see whether their learning objectives are clear

Features such as points, rewards, levels, and badges make gamified learning apps like Duolingo highly engaging, motivating kids to keep their learning streaks going. While some gamified learning balances education and fun effectively, we can’t be sure that all apps labeled as educational are as intellectually stimulating; as parents, we might have to decide if they are valuable, or just another time drain. We recommend that you try out apps first and see whether their learning objectives are clear and align with your child’s educational and developmental level – making sure that gamified elements like points and rewards don’t take center stage and distract from learning goals. You can also read parents’ reviews and feedback to gauge how well the app delivers on its educational promises.

Michael Guy
Digital Wellbeing Team, Qustodio

Kids need to be given tools and guidance to process information offline

People are programmed to find the easiest way to complete a task, or find information – and technology helps us out with this a lot! To help kids find and process information offline, they need to be given the tools and guidance to do so. Setting up screen time routines allows them to understand when and where they can use technology. For some kids and teens, taking devices away from them, or finding an area at home where there are no distractions during study time may also prove useful. Make use of other resources, such as visiting the local library, or trying more hands-on activities and experiments, getting involved yourself.

Emily Lawrenson
Digital Wellbeing Team, Qustodio

Research the platforms or apps that your child uses, and learn from them

To help make sure that the educational content your child consumes is age-appropriate and suitable for their learning level, it’s important to engage with them and become familiar with what they’re watching, so you can evaluate how useful or educational it really is. Research the platforms or apps that your child uses, and learn from them, foster critical thinking through open-ended questions like “Why do you use it?”, or “Why is it useful?” These questions help children justify and reflect on their choices. Through conversations, age-appropriate digital limits, and tools that limit access to inappropriate content, your child can navigate more safely, giving you greater peace of mind.

Gloria R. Ben

Psychologist and neuropsychologist

Schools can model effective and responsible technology use in the classroom

Schools can play a pivotal role in helping parents improve digital wellbeing by focusing on policies, education, and technology. Clear and collaborative guidelines around technology use – particularly for school-related devices – help parents understand what digital practices to encourage or avoid. Many schools already educate students in digital citizenship and media literacy, but they can extend these efforts to parents. Schools can offer basic training sessions, webinars, or resources with answers to common questions, digital contracts for families, and other practical tools. Finally, schools can model effective and responsible technology use in the classroom. This includes using devices to enhance learning through engaging and dynamic approaches, rather than replicating traditional methods on a screen. It also means demonstrating proper safety measures, such as mindful content filtering and classroom management tools, to keep students focused and safe.
Josh Gabel
VP Qoria Europe