The research behind the games

I'm a dad who builds things, not a researcher. But I didn't want to hand you an app and ask you to take my word for it, so here is every piece of research the design decisions rest on, in plain English, with the actual papers.

One thing I want to be straight about: this app has not been through a study of its own. No one has tested whether Learn with Hayden improves reading or math scores, and I'm not going to claim it has. What I can tell you is that the teaching approaches inside it — mastery before moving on, untimed practice, hands-on phonics, no guessing from pictures, encouragement instead of prizes — are the ones the research supports.

Mastery learning — waiting until it's right

What it found: Requiring a student to master material before advancing produced a medium-to-large improvement in achievement, averaging an effect size of 0.59 across 36 studies, with larger effects when the mastery threshold was set higher.

Citation: Kulik, C.-L. C., Kulik, J. A., & Bangert-Drowns, R. L. (1990). Effectiveness of Mastery Learning Programs: A Meta-Analysis. Review of Educational Research, 60(2), 265–299. See also Bloom, B. S. (1968), Learning for Mastery.

Timed tests and math anxiety

What it found: Math anxiety has been documented in children as young as five, and timed testing is identified as a contributor to its early onset. Brain imaging of seven-to-nine-year-old children showed that those who felt anxious about math had increased activity in fear-related brain regions and decreased activity in regions used for problem solving.

Citation: Boaler, J. (2012). Timed Tests and the Development of Math Anxiety. Education Week. Underlying imaging work: Young, C. B., Wu, S. S., & Menon, V. (2012). The Neurodevelopmental Basis of Math Anxiety. Psychological Science, 23(5), 492–501.

How early math actually builds

What it found: Children move through natural developmental progressions in mathematics — number recognition, then counting, then arithmetic — and instruction sequenced to follow those progressions is more effective and more developmentally appropriate. Math Quest's seven levels follow this order.

Citation: Clements, D. H., & Sarama, J. (2021). Learning and Teaching Early Math: The Learning Trajectories Approach (3rd ed.). Routledge.

Phonics with letters in hand

What it found: Teaching children to manipulate speech sounds using actual letters produced nearly double the effect on reading compared with sound-only instruction (effect sizes of 0.67 versus 0.38), with a similar gap for spelling (0.61 versus 0.34). Effects were also larger when instruction focused on one or two skills — blending and segmenting — rather than several at once.

Citation: Ehri, L. C., Nunes, S. R., Willows, D. M., et al. (2001). Phonemic Awareness Instruction Helps Children Learn to Read: Evidence From the National Reading Panel's Meta-Analysis. Reading Research Quarterly, 36(3), 250–287.

Why the picture disappears

What it found: Prompting beginning readers to use pictures and context to identify unfamiliar words — the "three cueing" or MSV approach — draws attention away from the word itself and reduces the chance a child decodes it letter by letter. Children who rely on these strategies are left stranded when texts become less predictable.

Citation: Hempenstall, K. (2006). The three-cueing model: Down for the count? Reviewed in the UK Primary National Strategy (2006), which explicitly discredited the model.

Why the spelling is read aloud

What it found: Words are retained for instant recognition through orthographic mapping — connections formed between a word's letters and its sounds. Learning is helped when a word's spelling is presented alongside its pronunciation and meaning, which is precisely what Memory Match and Word Builder do out loud.

Citation: Ehri, L. C. (2014). Orthographic Mapping in the Acquisition of Sight Word Reading, Spelling Memory, and Vocabulary Learning. Scientific Studies of Reading, 18(1), 5–21.

Why letters get their own game

What it found: Alphabet knowledge — knowing letter names and letter sounds — is consistently one of the strongest and most durable predictors of later reading achievement, with letter-sound knowledge having the closest relationship to decoding ability.

Citation: National Early Literacy Panel (2008), Developing Early Literacy. See also Foulin, J. N. (2005), Why is letter-name knowledge such a good predictor of learning to read? Reading and Writing, 18, 129–155.

Why Typing Box has no instructions

What it found: Preschoolers who were shown one function of an unfamiliar toy focused almost exclusively on that function, while children who were not taught explored the toy more broadly and discovered more of what it could do. Teaching is efficient, but it narrows what a child looks for.

Citation: Bonawitz, E., Shafto, P., Gweon, H., Goodman, N. D., Spelke, E., & Schulz, L. (2011). The double-edged sword of pedagogy: Instruction limits spontaneous exploration and discovery. Cognition, 120(3), 322–330.

Why discovery is the exception, not the rule

What it found: For learners new to a subject, guided instruction consistently outperforms leaving them to work it out alone; the advantage of guidance only fades once a learner knows enough to guide themselves. This is why Typing Box is the only game here built around discovery, and everything else is explicitly taught.

Citation: Kirschner, P. A., Sweller, J., & Clark, R. E. (2006). Why Minimal Guidance During Instruction Does Not Work. Educational Psychologist, 41(2), 75–86.

Why there are no prizes

What it found: Across 128 experiments, expected tangible rewards significantly reduced people's intrinsic motivation for an activity — and were more damaging to children than to college students. Positive feedback, by contrast, increased both free-choice engagement and self-reported interest.

Citation: Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668.

Why kids choose everything they can

What it found: Across 41 studies, giving people genuine choice increased intrinsic motivation, effort, task performance, and their sense of their own competence. It's why avatars, reward packs, which game to play, and what to draw are all the child's call.

Citation: Patall, E. A., Cooper, H., & Robinson, J. C. (2008). The Effects of Choice on Intrinsic Motivation and Related Outcomes: A Meta-Analysis of Research Findings. Psychological Bulletin, 134(2), 270–300.

What makes an app educational at all

What it found: Apps support real learning when they are active, engaged, meaningful, and socially interactive — the "four pillars." When the same researchers later coded 100 of the most-downloaded "educational" apps against those pillars, few of them supported children in meaningful, interactive ways.

Citation: Hirsh-Pasek, K., Zosh, J. M., Golinkoff, R. M., Gray, J. H., Robb, M. B., & Kaufman, J. (2015). Putting Education in "Educational" Apps: Lessons From the Science of Learning. Psychological Science in the Public Interest, 16(1), 3–34. Follow-up: Meyer, M., et al. (2021), Journal of Children and Media.

If you spot something here I've got wrong or overstated, I'd genuinely like to know. — Nick
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