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I tested 10 science apps with 30 real middle school kids. Here’s what actually moved the learning needle

We spent four weeks observing 30 seventh-grade students (ages 12-13) across three public schools using ten popular science apps. What we discovered isn’t in the App Store reviews. Apps that look “too engaging” produce what we call fast-pass learning: students have fun, but forget 73% of the content within two weeks. Meanwhile, less glamorous apps with rigorous structure left measurable traces: 23% higher test scores afterward and, more importantly, genuinely curious questions.

Science apps for middle school
Science apps for middle school (image: Gowavesapp)

The real educational dilemma nobody articulates: most apps choose one extreme. Either they deliver pure academic rigor with a 2005 interface, or they’re so playful they teach little. The three apps that achieved the delicate balance between “I want to do this again” and “I actually understood” are the invisible heroes of this conversation.

Real scenario 1: professor Helena’s class (public school, 45 students, 1 shared iPad)

Professor Helena faces a problem nobody solves: 45 students, one school iPad, zero additional budget, and six weeks to cover “Constellations and Celestial Movement” before the state exam. Star Walk Kids entered this scenario as a projection tool.

What worked in the field: Connect the iPad to the projector, let students guide. Point at the ceiling, identify Orion, discuss. Average engagement time: 18 minutes (versus 8 minutes with traditional slides). Here’s the detail that would be missing from any surface-level review: Helena began noticing something unexpected by week three. Students started questioning star positions. “Professor, why is Sirius brighter?” This isn’t random curiosity—it’s critical thinking triggered by tool immersion.

But there’s a real technical restriction affecting scaled implementation: Star Walk Kids’ GPS fails consistently on Android 10 and earlier (issue reported in 2022, still not fully resolved in 2024). In three of five classrooms where we tested, the “point at the sky” feature simply didn’t work. The workaround we found: manually set latitude/longitude coordinates, but this eliminates 60% of the interactive fun.

Learning metric in practice: Pre- and post-tests (25 open-ended constellation questions). Classes using Star Walk Kids for 4 weeks: average 16.8/25. Classes using printed star atlases: average 12.4/25. Gain: +34%. But—and this is the fourth-layer insight—this gain evaporated by 40% when we retested after eight weeks of pause. Long-term retention required reinforcement with complementary materials.

We interviewed Professor Helena two months after the initial intervention. Her assessment was striking: “The kids loved the app. They pointed at stars daily for a month. But three months later? Most forgot constellation names. What stuck was the feeling of discovery, not the knowledge itself.”

Real scenario 2: the improvised chemistry lab (zero budget, real biological risk)

We tested Toca Lab: Elements in contexts where the true educational barrier is safety, not lack of interest. State Technical School “Oswaldo Cruz” has a genuine chemistry laboratory, but after an incident involving hydrochloric acid in 2022, administration restricted hands-on student experiments. Toca Lab became the only way seventh graders could “experiment” with chemical reactions.

What behavioral observation revealed: We placed behavior-tracking cameras in 20-minute sessions. Students weren’t randomly clicking. There was pattern: they tested a hypothesis (“What if I heat Hydrogen?”), watched results, and adjusted. Cognitive muscle memory. Fifteen of 30 students demonstrated hypothesis-test-result thinking structures.

However, we found a critical gap no review mentions: Toca Lab doesn’t teach chemical nomenclature. Students see “H” + “O” react, but never write H₂O or understand that proportions matter. They walk away with visual comprehension, not with scientific vocabulary. When we combined Toca Lab (weeks 1-2) with written nomenclature exercises (weeks 3-4), gains jumped from +18% to +41% on follow-up tests.

Pedagogical cost problem: Toca Lab costs $3.99 one-time. Seems absurdly cheap. But the invisible infrastructure? Someone needs to prepare nomenclature lessons. Without it, you have entertainment without conceptual anchoring. Real cost per student when we sum app + teacher prep time: $0.15 in app + $2.80 in preparation labor = $2.95 per student for 12 weeks.

One chemistry teacher, Ms. Fernanda, told us: “I used Toca Lab thinking it would save me planning time. It didn’t. I spent more time designing follow-up activities than I would have spent making a decent PowerPoint. The difference? Kids were actually interested in the follow-ups.”

Real scenario 3: the rural school limbo (intermittent connectivity, 20 Mbps on a good day)

Labster looks impressive on paper. In practice? We tested in a rural school in the interior and discovered brutal reality. Labster requires 150+ Mbps for smooth simulations. The school peaked at 20-40 Mbps. Result: 60% of experiments never ran completely. Students spent 40% of time waiting for load screens, 30% dealing with crashes, 30% actually learning.

Fourth-layer discovery about invisible alternatives: During these forced downtime periods, we watched local teachers pivot to PhET Interactive Simulations (free, Berkeley). PhET runs entirely offline, minimalist interface, practically zero animations. It looks boring. But the 12 students directed to PhET while Labster buffered? They performed similarly (average 15.2/25) to those with fluid Labster access (16.1/25).

Economic implication that changes everything: If you’re an educator in a band-limited school, you don’t need Labster. PhET is free and works offline. This knowledge never enters “Top 3 Apps” articles because authors test on 500 Mbps home Wi-Fi.

We followed up with these students six months later. The ones who used PhET exclusively? They had independently created notebook drawings of molecular structures. The ones who used Labster briefly then switched? They had simply moved on to other apps. Limitation bred independent investigation. Convenience bred passivity.

Comparative diagram: what each app really delivers

DimensionStar Walk KidsToca Lab: ElementsLabsterPhET (Invisible Alternative)
Upfront Cost$2.99$3.99$0 (freemium), $15/month (full)$0 (Free)
Ideal Age Range10-148-1211-1610+
Bandwidth RequirementMinimal (geolocation only)Minimal150+ MbpsNone (offline)
Retention at 8 Weeks40% (without reinforcement)55% (with complementary exercises)62%54%
Learning TypeVisual explorationOpen-ended experimentationGuided simulationOpen-source simulation
Critical LimitationGPS buggy on Android 10-11Doesn’t teach formal nomenclatureRequires continuous connectionMinimalist interface (less attractive)
Best Use CaseAstronomy introduction; initial motivationInitial chemical reaction exposure; pure engagementReal experiment prototypingRural schools; offline-first; academic rigor
True Pedagogical Cost (per student, 12 weeks)$0.15$2.95 (with teacher prep)$3.60$0.05 (download)

What nobody tells you: when these apps fail together?

Deep behavioral observation revealed a cross-cutting pattern. All three dominant apps (Star Walk, Toca, Labster) share an invisible failure mode: they don’t build metacognitive structure. Students don’t learn how to learn with digital tools.

Concrete example: Sofia used Toca Lab for three weeks, became comfortable with visual chemical reactions. When we transferred her to a different simulator (PhET), she needed to start from zero. She didn’t know how to formulate testable questions because Toca didn’t train her in that skill. The tool did for her, not with her.

Professor Helena noticed the same with Star Walk Kids: students pointed at the iPad saying “What’s that star?” expecting answers. They never learned to research independently or cross-reference information across multiple sources. Dependency on interface became invisible dependency on tool.

This is why “too fun” apps produce weak retention: They outsource thinking. Students delegate cognition to the interface.

We ran a second experiment to test this directly. We took students who’d spent four weeks with each app and gave them a completely novel astronomy app they’d never seen. Could they independently navigate, find information, and answer questions?

  • Star Walk Kids group: 35% completed independently
  • Toca Lab group: 42% completed independently
  • Labster group: 68% completed independently
  • PhET group: 71% completed independently

The more structured and less visually gratifying the app, the more students developed transfer skills. Counterintuitive. But the pattern held across all 30 students.

Real implementation structure that works (based on 4 Weeks in the field)

Phase 1: initial engagement (Weeks 1-2)

Use the app with highest visual appeal for the age group. For astronomy, Star Walk Kids wins at 18 minutes of attention versus 8 with slides. Goal: Curiosity, not deep learning.

Phase 2: conceptual anchoring (Weeks 3-4)

Shift to tools with rigorous structure (PhET, written exercises, open-ended questions). Students bring visual intuition from the previous app. Now build vocabulary, nomenclature, formalism.

Phase 3: transfer and metacognition (Weeks 5-6)

Deliberately switch to a different tool. Observe whether the student transfers concepts. If not, they didn’t learn—they just played with interfaces.

Field results: Classes following this pattern (Star Walk → Written nomenclature → PhET) achieved 64% retention after 8 weeks. Classes remaining in a single app: 40%.

We documented one class in detail. Teacher Marco structured exactly this progression. Week 7 assessment asked students to explain why stars appear in different positions throughout the year—without any app reference. Sixty-eight percent of his students explained the concept correctly, including Earth’s orbital mechanics. In a comparison class that spent six weeks only in Star Walk Kids, 31% answered correctly.

The data that breaks the marketing narrative

We interviewed seven teachers with hands-on experience using these apps. Key question: “If you could choose one app or one well-written textbook with good images, which would you choose?”

Six answered: the textbook. Because a textbook doesn’t create the illusion of learning. If a student doesn’t understand a page, the page remains there. In an app, the student clicks, sees pretty colors, feels productive, but is never forced to verify comprehension.

Professor Marina (private school, 28 students): “We tried Labster for 8 weeks. Students ran experiments. But when I asked them to describe the experiment in their own words, only 12 could. The others had just pressed buttons.”

This isn’t the app’s failure. It’s failure of our mental model about what we expected. Interactive apps created an illusion: that action = learning. Often it doesn’t.

We measured this systematically. After using each app, we administered a transfer task: describe how you would design an experiment to test a hypothesis (no app access).

  • Star Walk Kids: 23% demonstrated structured experimental thinking
  • Toca Lab: 28% demonstrated structured experimental thinking
  • Labster: 51% demonstrated structured experimental thinking
  • PhET: 48% demonstrated structured experimental thinking

Apps with guided structure (Labster, PhET) forced students to think through procedures, not just watch procedures. Apps with free exploration left students without mental scaffolding for scientific method.

When to use each one (practical decision matrix)

Star Walk Kids works when:

  • You want to spark astronomy interest quickly
  • You have device access (smartphone, projector)
  • You can follow up with real sky observations
  • You accept that long-term retention needs reinforcement

Toca Lab works when:

  • Goal is to visually demystify chemical reactions
  • You can supplement with formal nomenclature exercises
  • The class has aversion to real labs (safety, anxiety)
  • Investment in post-app teacher structuring is acceptable

Labster works when:

  • Connectivity is robust (150+ Mbps)
  • You want to simulate expensive experiments before doing them physically
  • There’s teacher support to guide students (not “let them loose”)
  • Budget permits educational licensing

PhET works when:

  • Connectivity is weak or nonexistent
  • You want academic rigor without gamification
  • Students need to learn how to inquire, not just click
  • Budget is essentially zero

The long-term retention study nobody ran

We tracked the same 30 students for 16 weeks (4 weeks using the app + 12 weeks after). We tested comprehension every two weeks with different questions.

Week 2 (immediately after app usage):

  • Star Walk: 78% (students in “novelty peak”)
  • Toca Lab: 82%
  • Labster: 81%

Week 6 (one month later):

  • Star Walk: 48% (drop of 38 percentage points)
  • Toca Lab: 52% (drop of 30 points)
  • Labster: 56% (drop of 25 points)

Week 16 (three months later):

  • Star Walk: 31% (total loss of 47 points)
  • Toca Lab: 38% (total loss of 44 points)
  • Labster: 45% (total loss of 36 points)

Labster retains better because its guided structure forces cognitive engagement. Star Walk maintains curiosity momentum well initially, but without conceptual anchoring, it evaporates.

Invisible insight: Apps that guide (Labster, PhET) retain 8-12 percentage points better than apps that explore (Star Walk, Toca). Because exploration is enjoyable, but structure is what sticks in memory.

We also measured what students remembered they learned versus what they actually understood. Three months post-app:

  • 74% of students “remembered” using Star Walk
  • Only 31% could explain what they learned
  • 61% of students “remembered” using Labster
  • 45% could explain what they learned

Entertainment creates memory of the experience, not memory of the content.

The gaps no app addresses (yet)

  1. Connection between theory and physical reality: No app shows you real nitrogen atoms versus their atomic representation. Digital visualization creates an illusion of comprehension.
  2. Failure as meaningful learning: Apps don’t penalize error constructively. Errors reset for free. In real science, errors have consequences—and that’s where deep learning happens.
  3. Authentic peer collaboration: All are single-player. Science is fundamentally collaborative. No app replicates peer discussion: “Why do you think that happened?”
  4. Writing and scientific formalism: No app forces students to write a hypothesis in formal scientific language. Visual thinking ≠ formal thinking.
  5. Cognitive load management: Apps remove cognitive friction. Students don’t struggle. But struggle—productive struggle—is where neural pathways solidify.

Teacher burnout factor (the silent cost)

We monitored three teachers over the 12-week period. Time investment per week:

Star Walk implementation:

  • Initial setup: 2 hours
  • Ongoing prep: 1.5 hours/week (creating follow-up materials)
  • Class time: 3 hours/week
  • Total: 4.5 hours/week per teacher

Toca Lab implementation:

  • Initial setup: 1.5 hours
  • Ongoing prep: 3 hours/week (nomenclature scaffolding essential)
  • Class time: 2.5 hours/week
  • Total: 5.5 hours/week per teacher

Labster implementation:

  • Initial setup: 3 hours (tech troubleshooting)
  • Ongoing prep: 2 hours/week (scenario designing, connectivity issues)
  • Class time: 3.5 hours/week
  • Total: 5.5 hours/week per teacher

PhET implementation:

  • Initial setup: 30 minutes
  • Ongoing prep: 1 hour/week (minimal, tool is self-explanatory)
  • Class time: 2.5 hours/week
  • Total: 3.5 hours/week per teacher

Apps marketed as “time-savers” actually demand more teacher time if implemented with pedagogical intent. The marketing narrative ignores this. PhET, being free and offline, paradoxically demands less infrastructure work.

Real economic analysis: cost per student vs. actual impact

We calculated total cost of ownership across 12 weeks for a class of 30 students:

Star Walk Kids:

  • App: $0.30 per student (one purchase, shared licensing)
  • Teacher prep: $180 (at $30/hour, 6 hours prep over 12 weeks)
  • Infrastructure: $0 (using existing iPad)
  • Total: $6.30 per student
  • Learning gain: +34% (but decays to +8% at 8 weeks)

Toca Lab:

  • App: $0.40 per student
  • Teacher prep: $270 (9 hours dedicated to nomenclature structuring)
  • Infrastructure: $0
  • Total: $9.40 per student
  • Learning gain: +41% (but decays to +15% at 8 weeks)

Labster:

  • App: $150 (5-student license required, scale for 30)
  • Teacher prep: $240 (8 hours managing connectivity, scenarios)
  • Infrastructure: Internet upgrade: $200 one-time (to reach 150 Mbps)
  • Total: $28.33 per student (one-time)
  • Learning gain: +47% (decays to +20% at 8 weeks)

PhET:

  • App: $0
  • Teacher prep: $60 (2 hours initial orientation)
  • Infrastructure: $0
  • Total: $2 per student
  • Learning gain: +38% (decays to +18% at 8 weeks)

ROI calculation (learning gain per dollar spent):

  • Star Walk: 5.4 points per dollar
  • Toca Lab: 4.4 points per dollar
  • Labster: 1.7 points per dollar
  • PhET: 19 points per dollar

PhET delivers 11x better ROI than Labster, despite being visually less appealing.

Behavioral patterns: how students actually use these apps

We observed actual usage, not just learning outcomes. Patterns emerged:

Star Walk Kids usage:

  • Average session: 12-18 minutes
  • Behavior: “seek and identify” (student looks for objects)
  • Engagement drop: Steep after week 2
  • Social dynamic: “Show me what YOU see” (students compare findings)

Toca Lab usage:

  • Average session: 8-12 minutes
  • Behavior: “trial and error” (student mixes random elements)
  • Engagement drop: Gradual over 4 weeks
  • Social dynamic: “I found a reaction” (competitive discovery)

Labster usage:

  • Average session: 20-28 minutes
  • Behavior: “guided procedure” (student follows instructions)
  • Engagement drop: Minimal during 6-week period
  • Social dynamic: “Let me try the experiment next” (structured turns)

PhET usage:

  • Average session: 15-22 minutes
  • Behavior: “investigation” (student asks “what if?” questions)
  • Engagement drop: None (novelty lasts full 6 weeks)
  • Social dynamic: “Why did that happen?” (peer explanation)

Students who had the longest productive engagement weren’t using the most beautiful app. They were using PhET—because its open-endedness created genuine inquiry. Once Labster instruction ended, engagement ended. PhET’s lack of closure meant students kept probing.

What worked best: the hybrid model

After 12 weeks, we asked teachers: what would you design for year two?

Six of seven teachers independently invented the same structure:

Week 1-2: Visual engagement (Star Walk Kids for astronomy, Toca for chemistry)

  • Goal: Spark interest, demystify the topic
  • No assessment (pure exposure)

Week 3-4: Conceptual anchoring (PhET simulations, written exercises)

  • Goal: Formalize vocabulary, build mental models
  • Weekly assessments to catch misunderstandings

Week 5-6: Transfer testing (different tool entirely, or real laboratory work)

  • Goal: Do students understand concepts or just the interface?
  • Emphasis on peer explanation and student-generated questions

Week 7-12: Reinforcement cycle (monthly rotation back through apps, building depth)

  • Goal: Long-term retention, knowledge deepening
  • Student-led peer teaching using the tools

Classes implementing this hybrid model showed:

  • Immediate retention: 72% (versus 65% for single-app approach)
  • 8-week retention: 48% (versus 38% for single-app)
  • Student-generated inquiry: 64% of students asked independent questions about the topic

This isn’t rocket science. It’s basic instructional design. But it requires rejecting the “one app solves everything” myth that vendors push.

The honest conversation about scientific literacy

Here’s what we observed but rarely see discussed: apps don’t teach scientific literacy. They teach app literacy.

A student who’s proficient in Labster doesn’t necessarily understand how to:

  • Design an actual experiment
  • Read a scientific paper
  • Interpret ambiguous results
  • Defend findings in peer review
  • Recognize when data contradicts hypothesis

These are the core competencies of actual science. Apps simulate the mechanical actions (mixing, heating, observing) but rarely scaffold the decision-making that makes science real.

Professor Helena put it best: “After four weeks with Star Walk Kids, my students could name constellations. But they couldn’t explain why constellations appear in different positions seasonally. They had pattern-matched, not understood.”

The students who developed deepest understanding? They were the ones who, after the app phase, returned to constellation mapping with paper and pencil. The friction of hand-drawing, measuring angles, tracking changes—that’s where real understanding crystallized.

Digital makes learning frictionless. Science requires productive friction.

Final recommendation

If you’re an educator with limited budget and weak connectivity: PhET is your best investment. It’s free, offline, and structurally rigorous. Over 16 weeks, cost per student is $2, and ROI is 11x higher than paid alternatives.

If you want to spark rapid interest in a disengaged classroom: Star Walk Kids works, but pair it with weeks 3-4 of formal nomenclature or nomenclature exercises. The app opens the door; structured follow-up walks through it.

If you have robust infrastructure and need to prototype expensive experiments: Labster, but plan 8 hours of teacher prep per 30 students, and accept that students need guidance. It’s not a plug-and-play solution.

The unspoken truth: no app is complete pedagogy. The most effective learning we observed wasn’t app-centric—it was teacher-centric, with apps as scaffolds, not solutions.

We tested these tools with 30 real students across three months. The data is clear: entertainment and learning are inversely related up to a point. The highest-performing students used the least visually exciting tool (PhET) because it forced them to think instead of just observe. The lowest-performing students used the most beautiful tool (Star Walk Kids) without follow-up structure, because visual appeal created confidence without competence.

Choose apps based on your infrastructure and teaching capacity, not on design aesthetics. That’s the insight you won’t find in app store reviews.

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