Children spending too long on maths app TT Rockstars, MP warns
The makers of the popular times table game say they are bringing in curfews and limits to screen time.
Labour MP Emily Darlington has warned that primary school children are spending excessive amounts of time on the educational app TT Rockstars, which is designed to make learning times tables enjoyable. The app, which allows children to compete for virtual rewards like coins and rock-star themed characters, is widely used by schools for maths homework.
Darlington expressed concern that such gamified learning platforms could be detrimental to children's development because they reward lengthy screen time over the quality of engagement.
TT Rockstars' founder, Bruno Reddy, acknowledged these concerns and stated that his company is working with schools to implement curfews and time limits. He emphasized that each session on the app is intentionally brief, and characters within the game remind children to take regular breaks. Reddy set a rule of thumb for schools: three minutes of use, four or five times a week. In September, a typical child played on TT Rockstars for three days, with each session lasting about six minutes.
Darlington shared her concerns during a hearing at the Commons Science Committee, which is examining the impact of screen time and digital devices on children's brain development. She noted that while educational technology (EdTech) can be beneficial when used appropriately, the gamified nature of apps like TT Rockstars can lead to children spending excessive amounts of time online, competing against classmates for virtual rewards.
This, she argued, can cause conflicts over device usage and pressure, potentially deterring children from engaging in real-life activities.
The company behind TT Rockstars, Maths Circle, reported that the app and its counterpart for addition and subtraction, Numbots, are utilized in 17,000 schools and over 100,000 households. Reddy emphasized that TT Rockstars was designed to enhance classroom learning by recognizing progress, celebrating achievements, and making the learning process enjoyable.
He highlighted that the app avoids features that could keep children playing, such as streaks, random rewards, chat messages, loot boxes, or notifications. Additionally, Maths Circle does not display advertisements and charges the same subscription fee regardless of the amount of time students spend on the app, indicating no financial incentive to prolong screen time.
Meanwhile, the government is drafting guidelines for schools and parents regarding the recommended screen time for children aged five to 16. Paul Waugh, the early years education minister, expressed skepticism about the effectiveness of gamification in education, stating that it is often driven by commercial interests rather than educational benefits. He advocated for alternative methods of making learning enjoyable that do not involve competition, suggesting that EdTech should support teachers rather than replace them.
The controversy surrounding EdTech use in classrooms has gained momentum, with advocates like Charlotte Ashton, co-founder of Generation Focus, calling for a reduction in EdTech integration. Ashton and others argue that despite the widespread adoption of digital learning tools, there is limited evidence supporting their efficacy in improving learning outcomes, and growing evidence suggests that they can be harmful.
They urge schools to maintain proven teaching methods and await comprehensive guidelines to ensure that new digital tools enhance learning without causing long-term health issues.
Written by urgent.news from BBC News's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.