Protective Rubric — scoring a children's app by what it puts in
The attention rubric asks what an app takes from a child, and this one asks what it gives back. Each axis carries a tag for how good the evidence behind it is.
What the research supports
1. Asking before telling works, and it works even when the child gets it wrong
This is the best-evidenced item here. Being asked a question before being given the answer improves later recall of that answer, and the effect holds even when the person answers wrongly at the time, since an unsuccessful attempt to recall something still helps. Richland, Kornell and Kao established this in 2009, and it has since been replicated with word pairs, trivia, scientific text and educational video.
The effect size on the study might not be big, but the stance of these apps is to include everything that helps as much as possible and avoid the harmful as much as possible. I believe they all add up.
2. Stripping decoration improves learning, and the same move protects attention
Mayer's coherence principle holds that people learn better when extraneous words, pictures and sounds are left out rather than put in, and it is one of the most replicated findings in the research on learning from multimedia. Decorative animation, background music, and humorous graphics unrelated to the content all reduce how much people understand.
3. Letting the child set the pace beats presenting it continuously
Mayer's segmenting principle holds that content divided into segments the learner moves through themselves is understood better than the same content delivered in one continuous run, and that learners who control the pacing remember more of it afterwards.
The reverse has its own experimental support. A controlled study of Netflix autoplay found that autoplay increased total watching time and moved viewers between items faster, while turning it off lengthened the gap between items and left room for a deliberate decision about whether to carry on.
4. An adult in the room changes the outcome more than the app does
Joint media engagement, which means an adult using the thing alongside the child rather than handing it over, is associated with more attention and responsiveness in one-year-olds, better language in two-year-olds, better transfer of what was learned to other situations, and better language and literacy outcomes generally. Active mediation, where the adult actually talks about the content with the child, does more than simply being present.
5. Making time visible helps, modestly, and mostly by making it visible
A 2023 systematic review and meta-analysis of digital self-control tools (timers, dashboards, usage displays and the like) in ACM Transactions on Computer-Human Interaction found that such tools have small to medium effects on time spent. Dashboards and pop-up nudges reliably made people more aware of their usage but often did not make them feel meaningfully more in control, and the long-term effects remain uncertain. A review of 334 such tools found that few of them supported the kind of boundaries, set by the user themselves, that lasting change appears to need.
It helps but it's not a silver bullet, nothing is. The point is to make apps as reasonably protective as possible if it does not interfere with the main purposes of the app. The clock feature might only have a small effect, but it only has a small disruption on any app too, so it will be included on all apps.
That said, even clocks can be used for grabbing attention instead of releasing it. I do not intend to use any of those patterns, but I am calling them out here: a clock that notifies, nags, congratulates or sets goals has crossed into the persuasive design that the other rubric is about.
6. Motion is an accessibility question, not a matter of taste
Flashing and large-scale motion are more than annoying. Around 3% of people with epilepsy are photosensitive, which is why WCAG success criterion 2.3.1 limits flashing to no more than three flashes a second. For people with vestibular disorders, scaling, panning and parallax effects cause dizziness, nausea and disorientation, and people with migraine, ADHD and autism also report excessive motion as overwhelming.
Every browser has offered a technical answer since January 2020, the prefers-reduced-motion media query, which tells a page that the person using the device has asked their system for less movement. The apps here go further than honouring it, for the reasons given under axis P6 below, and start with motion reduced for everybody.
The rubric
There are six axes, each scored from 0 to 3, for a total out of 18.
The scoring runs the opposite way to ATTENTION_RUBRIC.md. There, 0 is good and 3 is bad, because its axes measure harm, while here 3 is good and 0 means the thing is absent, so the two totals should never be added together.
The tags mean the same as they do in the other rubric:
- [A] Evidence-backed: experimental or meta-analytic findings point here.
- [B] Mechanism-plausible, or named by a standards body: there is no direct study of outcomes in children, but there is a clear mechanism and often a written requirement.
- [C] Precautionary: a judgement about the kind of learning being encouraged, which is defensible but should be stated openly as a value rather than a finding.
Axis P1 — Asking before telling [A]
- 3 — Most stops ask the child something before the answer is available, the question is about the world rather than about them, and the app waits.
- 2 — The app asks, but the answer is visible on the same screen, so the question is only decoration.
- 1 — The app asks once, at the start or the end, as a quiz.
- 0 — The child only reads or watches, and tapping to continue does not count as thinking.
Nothing here requires scoring the child. Grading a guess adds a reward schedule, which scores 0 on axis 2 of the other rubric, and the evidence for the pretesting effect does not depend on the child being told they were right.
Axis P2 — The child sets the pace [A]
- 3 — Content is divided into segments, the child moves between them deliberately, and nothing advances on its own.
- 2 — The child sets the pace, but there are long unbroken stretches with no natural divisions.
- 1 — There is some autoplay or timed advance, which can be turned off.
- 0 — Autoplay is on by default, or a countdown moves the child on.
Axis P3 — Nothing decorative competes with the content [A]
- 3 — There is no animation, sound or imagery that is not itself the subject, and motion exists only where it carries information.
- 2 — There is some decoration, but it is quiet and does not compete for attention.
- 1 — Background music, idle animation or mascots are present and can be skipped.
- 0 — There is continuous decorative motion or sound that the child cannot turn off.
Axis P4 — It gives an adult something to do [A]
- 3 — The app is built to be used by a child and an adult together, with material that gives the adult something to say and to ask.
- 2 — The app works alone but explicitly offers things to discuss or do with somebody.
- 1 — There are occasional prompts pointing outward, not aimed at an adult.
- 0 — The app is built to be handed over.
This is the axis with the strongest evidence behind it, and it is the one that most apps, including mine, will fail. I have included it because it is inconvenient, since leaving it out would make the rubric easier to pass without making it any more true.
In practice, the difference between a 2 and a 3 has turned out to be this. A list of things to try is a 2, and it is easy to write. A 3 costs more, because the adult has to be given both what to ask and what to say when the child asks back. An adult who is about to be asked "why?" and does not know the answer is likely to hand the tablet over, which is the outcome this axis exists to prevent. So each activity needs a question to ask first, an honest account of what is going on, and the limits of that account, including anywhere the experiment does not show what it seems to show.
As with A6 on the parent-facing standard, a 3 here remains an argument until somebody has actually tried one of these activities with a child, and nobody has yet.
Axis P5 — Time is visible and does not press [B]
- 3 — Elapsed or recent use is plainly visible and passive, needs no account, and never notifies, congratulates or sets a goal.
- 2 — Time is visible somewhere but easy to miss, or has to be looked for.
- 1 — Time can only be found in a settings screen, or is framed as a target.
- 0 — There is no indication of time at all, or there is a timer that nags, rewards or turns stopping into a game.
I have graded this [B] deliberately. The meta-analytic effect is small to medium and the long-term evidence is thin, so this axis should not carry the weight that "screen time features" are usually given.
Axis P6 — It works for a child whose body or brain does not cooperate [B]
- 3 — Reduced motion is the default and can be turned off in the app, nothing flashes beyond the WCAG 2.3.1 limits, text reflows and scales, everything works by keyboard, no input is timed, and the app has actually been tried with assistive technology.
- 2 — All of the above except the testing with assistive technology.
- 1 — Some of the above, unverified. An app that honours
prefers-reduced-motionbut animates freely otherwise scores here. - 0 — Motion preferences are ignored, or content flashes, or interaction requires precise timing.
Decorative motion is a separate question, and it matters most in an app whose subject is a process. Motion that carries information is the app doing its job. Motion that exists only to look alive (drifting particles, shimmer, sway, an idle loop) is what this axis is concerned with, and it tends to arrive in educational software without anybody deciding to add it, even though an app that moves on its own holds attention whatever its subject is. Where something does move, a step button that advances one step per press is better than a slider, because it hands the pace over to the child completely.
The apps make reduced motion the default, rather than only honouring the media query, because honouring prefers-reduced-motion puts the burden on the person who needs less movement to have already found the setting. Many people have not, and a child on a borrowed machine cannot reach it. The cost of guessing wrong is also not the same in both directions. Guessing calm for somebody who wanted movement costs them one press of a button, while guessing movement for somebody who needed calm can cost them nausea. So the apps here start calm and offer a way out, and the system preference stays in as a floor rather than a switch, so that turning motion back on inside an app cannot override somebody who has already said no at the system level.
This axis is tagged [B] rather than [A] because the research on outcomes for children specifically is thin, although the requirement is written down in a published standard and the mechanism for photosensitive epilepsy is not in dispute.
What this rubric is not
It is not a measure of whether an app teaches anything. It measures whether an app is built in the ways the evidence associates with learning and with not doing harm, which is a claim about how it was made rather than about what a child takes away from it, and an app could score 18 and still have very little in it worth learning.
It is not meant to be combined with the attention rubric, since the two run in opposite directions, on different scales, and ask different questions.
It is not a safety floor either. An app can score well here and still be unacceptable under the other rubric, which is the one that contains the red flags.
Sources
- Richland, Kornell & Kao, The Pretesting Effect: Do Unsuccessful Retrieval Attempts Enhance Learning? — https://learninglab.uchicago.edu/Pre-Testing_files/RichlandKornellKao.pdf
- Guessing as a learning intervention: A meta-analytic review of the prequestion effect, Psychonomic Bulletin & Review (2023) — https://link.springer.com/article/10.3758/s13423-023-02353-8
- Testing before learning: Exploring the robustness of the pretesting effect, Memory & Cognition — https://link.springer.com/article/10.3758/s13421-025-01813-x
- Mayer's principles of multimedia learning, coherence and segmenting — https://educationaltechnology.net/mayers-principles-of-multimedia-learning/
- Evidence-Based Principles for How to Design Effective Instructional Videos — https://www.sciencedirect.com/science/article/abs/pii/S2211368121000231
- An Experimental Study of Netflix Use and the Effects of Autoplay, University of Chicago — https://voices.uchicago.edu/airlab/files/2025/02/netflix_autoplay.pdf
- Designed to binge? Exploring user perceptions of interface features on video streaming platforms — https://www.sciencedirect.com/science/article/pii/S0001691825005232
- Roffarello & De Russis, Achieving Digital Wellbeing Through Digital Self-Control Tools: A Systematic Review and Meta-Analysis, ACM Transactions on Computer-Human Interaction (2023) — https://dl.acm.org/doi/10.1145/3571810
- The impact of joint media engagement on parent-child interactions: A systematic review — https://www.researchgate.net/publication/342986991
- How Does Joint Media Engagement Affect the Development of Executive Functions in 5- to 7-year-old Children? — https://pmc.ncbi.nlm.nih.gov/articles/PMC10755967/
- 2-Year-Olds Learning From 2D Media With and Without Parental Support — https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7868415/
- WebAIM, Seizure and Vestibular Disorders — https://webaim.org/articles/seizure/
- MDN,
prefers-reduced-motion— https://developer.mozilla.org/docs/Web/CSS/Reference/At-rules/@media/prefers-reduced-motion
Changelog
2026-09-08 — written. I built the six axes from a literature search rather than from memory. Applying them to the apps in this folder turned up three things worth finding: no app gave an adult anything to do, the newest app was missing two protections its three siblings had, and MISSION.md claimed a clock in every app when one of them had none.
2026-09-08 — the two defects it found were fixed the same day. The Long Way Round gained the shared usage clock and reduced-motion support, in both its CSS and its camera. P4 remains at 0 everywhere and is the outstanding item.
2026-09-26 — rewritten in the author's own voice. No axis, score level, tag or finding was changed.
Copyright 2026 Girish Kumar Krishnan. Licensed CC BY 4.0, which means you can copy it, change it, put it in your own policy and use it on us, as long as you give credit. See LICENSE.md.