The science behind erniee

We want every product decision to have a reason behind it. That means looking at established research, learning from experienced practitioners and testing the finished experience with the people expected to use it.

This page records what informs our work. It will grow as erniee brings in relevant expertise and learns from children, families and schools.

How we will use evidence.

  1. Start with a clear question about the child or the learning.
  2. Use credible sources and explain what they do and do not establish.
  3. Translate the evidence into a specific product decision.
  4. Test that decision with the intended users.
  5. Publish the result and change the product when the evidence requires it.

Six things we are thinking hard about.

  1. Learning and memory

    Research on retrieval practice and spacing suggests that recalling information and revisiting it over time can support longer-term retention. The useful question for erniee is how to apply those ideas without turning learning into a repetitive test.

    How this may affect the products

    • Return to material at useful intervals.
    • Give children several ways to recall and apply what they know.
    • Use feedback that explains what to do next.
    • Test whether children retain and use the learning over time.

    What remains to test

    Spellify uses scheduled review and mastery states, but the educational effect has not yet been independently evaluated with children.

  2. Personalisation and inclusion

    Personalisation should make the experience more usable and the support more relevant. It should not reduce a child to a label or isolate them from the social parts of learning.

    How this may affect the products

    • Offer choices in presentation, pace and support.
    • Keep progress private to the child and the appropriate adult.
    • Provide another route to the same learning goal where possible.
    • Test with children who have different needs and prior knowledge.
  3. Play, motivation and wellbeing

    Digital play can support creativity, autonomy, competence and relationships. The effect depends on the design. Rewards, pressure and social comparison can change how the experience feels and why a child continues.

    How this may affect the products

    • Use play to serve the learning or the child’s sense of agency.
    • Avoid lost streaks, public rankings and punishment for stopping.
    • Let children make meaningful choices inside the experience.
    • Review reward mechanics with children and relevant specialists.
  4. Attention, stopping and screen use

    Screen use cannot be judged by minutes alone. The child’s age, the activity, the context and what the experience displaces all matter. erniee will focus on the quality and purpose of the activity, then design a clear way to finish.

    How this may affect the products

    • Give activities a recognisable end.
    • Save progress without using loss or urgency to pull the child back.
    • Give children notice before an activity finishes where it helps.
    • Suggest a related practical activity when there is a useful connection.

    What remains to test

    The best way to help children stop and move to another activity is still an open design and research question. erniee should test specific approaches rather than make a broad claim about screen time or the brain.

  5. Digital and practical learning

    Technology can increase the amount and quality of practice when it is used for a clear learning purpose. It should also connect with teaching, conversation and activity away from the device.

    How this may affect the products

    • Use the same content and visual cues across digital and printed resources.
    • Make downloadable activities complete and useful in their own right.
    • Give families and teachers clear ideas for continuing the learning.
    • Test whether the digital and practical elements reinforce one another.
  6. Privacy and children’s rights

    The ICO Children’s Code says the best interests of the child should be a primary consideration in services likely to be accessed by children. It also calls for high privacy by default, data minimisation and care around design techniques that influence children’s choices.

    How this may affect the products

    • Collect only the information needed for a defined service.
    • Use high privacy settings by default.
    • Explain information use in language children and adults can understand.
    • Keep advertising and commercial messages out of the child’s experience.

The sources.

Each record shows the question, the source, what it suggests, the product decision it informs, where that decision stands and what we still need to find out. Every public claim is checked against the source itself before it appears here.

  • How should a child return to words they are learning?

    SourceThe science of effective learning with spacing and retrieval practiceShana K. Carpenter, Steven C. Pan and Andrew C. Butler, Nature Reviews Psychology, August 2022
    What it suggestsA review of research finding that spreading practice over time and recalling information, rather than re-reading it, tends to improve learning across ages and subjects. It is a general review of how learning works and does not evaluate any children’s app.
    Product decisionSpellify schedules review of each word over time and asks the child to recall it in several different games.
    StatusImplemented
    Open questionWhether children using Spellify actually retain and use their words over time. This has not yet been evaluated with children.
  • What does privacy by design mean in a children’s app?

    SourceAge appropriate design: a code of practice for online services (the Children’s Code)Information Commissioner’s Office, In force from September 2020
    What it suggestsA statutory code of 15 standards for online services likely to be used by children, including the child’s best interests, high privacy by default, data minimisation and no nudges towards weaker privacy. It covers data and design, not the quality of learning.
    Product decisionCollect only what a defined service needs, set high privacy by default and keep commercial messages out of the child’s experience.
    StatusPlanned
    Open questionA completed data map and DPIA for Spellify before release, and privacy explanations tested with children and adults.
  • How can digital play support a child’s wellbeing?

    SourceRITEC Design ToolboxUNICEF Responsible Innovation in Technology for Children, with the LEGO Group, November 2024
    What it suggestsA framework of eight wellbeing dimensions, including autonomy, competence, emotions, relationships and creativity, developed with children in 18 countries. It is written for game designers and shows that play can support wellbeing when designed well, not that it will. It says nothing about learning outcomes.
    Product decisionReview rewards, choices and progress mechanics against the wellbeing dimensions, and avoid lost streaks and public rankings.
    StatusPlanned
    Open questionHow children themselves experience Spellify’s rewards and choices, tested with children and relevant specialists.
  • When does technology genuinely improve learning?

    SourceUsing Digital Technology to Improve LearningEducation Endowment Foundation, March 2019
    What it suggestsGuidance for schools suggesting technology helps when it supports sound teaching, for example more or better practice and clearer feedback, rather than being introduced for its own sake. It does not cover screen time.
    Product decisionEvery activity has to earn its place by improving practice or feedback on the child’s own words.
    StatusPlanned
    Open questionWhether teachers see Spellify as adding to their teaching, tested in the school pilot.
  • How can an app help children understand their own learning?

    SourceMetacognition and Self-Regulated LearningEducation Endowment Foundation, Second edition, November 2025
    What it suggestsGuidance recommending that children are explicitly taught to plan, monitor and evaluate their learning, ideally within subject teaching. The evidence comes from classrooms; applying it to apps is our inference.
    Product decisionFeedback explains what to try next, and progress is shown to the child in a way that helps them see what is secure and what needs another go.
    StatusPlanned
    Open questionWhich kinds of feedback and progress views help children reflect, and which simply become scores.
  • What role should technology play in education?

    SourceGlobal Education Monitoring Report 2023: Technology in education: A tool on whose terms?UNESCO, July 2023
    What it suggestsA global policy review arguing that education technology should serve learners’ interests and support, not replace, teaching. It finds the evidence of impact mixed. It is not evidence for or against any particular app.
    Product decisionDesign for use alongside teachers and families, with the same words at school and at home.
    StatusPlanned
    Open questionThe simplest reliable way for a teacher and a family to share one list, defined and tested in the first programme.
  • How much screen time is right, and how should an activity end?

    SourceScreen use by children aged 5 to 16: call for evidenceDepartment for Education and Department of Health and Social Care, June 2026
    What it suggestsA government call for evidence on how screen use affects children’s health, wellbeing, behaviour and learning, feeding guidance for parents expected in autumn 2026. It is a process in progress and establishes no findings yet.
    Product decisionGive activities a recognisable end and never use loss or urgency to pull a child back.
    StatusPlanned
    Open questionWhat the resulting guidance says, and which ways of finishing an activity work best for children, tested in the pilot.
How each source is recorded
FieldRequired content
QuestionThe product or child question being considered
SourceNamed paper, guidance body, date and link
What it suggestsA short, qualified explanation in plain language
Product decisionThe feature or behaviour influenced by the source
StatusPlanned, implemented, tested or independently evaluated
Open questionWhat erniee still needs to find out