Tinybop's newest children's app takes users all over the planet -- beneath the Earth's crust, under the sea and on top of glaciers. 'The Earth' doesn't just show kids how the planet's innards function, rather it lets them explore and learn about it for themselves through discovery.
With no speech blurbs or explanations, the app relies entirely on the visuals done by Sarah Jacoby and its interactive design to keep kids interested. It allows a child to slowly, or quickly, push lava up from beneath a volcano until it explodes -- witnessing the birth of islands. If a child is more interested in earthquakes, then they can slide tectonic plates one way or another and learn how the earth reacts.
The success in Tinybop's children's apps lays in its reactionary designs, producing alternate visual effects when children interact with the apps in different ways.
Geology-Exploring Apps
This Children's App Teaches About Volcanos and Quakes Through Tactile Play
Trend Themes
1. Interactive Learning - The trend of interactive learning apps allows children to explore and learn about different subjects through hands-on experiences.
2. Tactile Education - Tactile education apps provide children with the opportunity to learn through touch and manipulation, improving their understanding and retention of knowledge.
3. Visual-based Learning - Visual-based learning apps, like Tinybop's 'The Earth', rely on engaging visuals and interactive designs to capture children's interest and enhance their learning experience.
Industry Implications
1. Educational Technology - Developing educational technology solutions that integrate interactive learning and tactile education can disrupt the traditional methods of teaching and enhance children's engagement and understanding.
2. App Development - The growing demand for interactive learning apps creates opportunities for app developers to create innovative and engaging experiences for children's education.
3. Children's Entertainment - Incorporating interactive learning elements into children's entertainment products, such as apps and games, can provide a unique and educational experience for young audiences.