39 of the Best Apps for Kids in the Second Grade
A practical guide to choosing second-grade learning apps, with 39 options spanning reading, math, creativity, coding, science, and family-friendly exploration.
By Where Should I Learn Editorial ·
Second grade is a useful time to introduce apps that support growing independence without replacing books, hands-on play, classroom teaching, or conversation. Children at this age are often building reading fluency, number sense, writing stamina, and confidence with routines. The strongest app choices offer a clear purpose, short manageable activities, and enough feedback to help a child notice mistakes without becoming frustrated. Rather than treating any app as a complete learning program, families can use a small mix of tools for practice, exploration, and creative expression.
For early reading and language, consider Khan Academy Kids, PBS KIDS Games, PBS KIDS Video, ABCmouse, Starfall, Epic, Libby, Teach Your Monster to Read, Duolingo ABC, Reading Eggs, Lingokids, and Endless Alphabet. These options vary widely: some center on stories and read-alouds, while others use phonics games, vocabulary activities, or short lessons. Libby is especially useful for families whose local library provides access to digital books and audiobooks. Before choosing, check whether the reading level can be adjusted and whether the app encourages children to read complete texts, not only tap through isolated questions.
A good reading app should match the child’s actual needs. A second grader who is decoding carefully may benefit from sound-letter practice and read-along support. A confident reader may get more from book discovery, audiobooks, and opportunities to discuss a story afterward. Look for apps that let adults review progress or select content, but avoid turning every reading session into a test. A child who enjoys a funny chapter book, rereads a favorite comic, or explains a new word has still had a valuable literacy experience.
Math apps work best when they make ideas visible. Prodigy Math, SplashLearn, Moose Math, Todo Math, DragonBox Numbers, MathTango, Khan Academy, Number Frames, Rocket Math, and Boddle cover different parts of the subject. Some focus on basic facts, others on visual models for addition and subtraction, and some use game-style challenges. Number Frames can be particularly helpful for showing how quantities fit together, while games with timed elements may suit only children who find time pressure motivating rather than stressful.
When evaluating math practice, favor explanation over speed alone. A child may answer quickly without understanding why an equation works. Ask whether an app uses number lines, ten frames, counters, drawings, or spoken reasoning to connect answers to concepts. It is also worth checking how mistakes are handled. Useful feedback gives a child another way to think about a problem; unhelpful feedback simply marks an answer wrong and moves on.
Coding and problem-solving apps can introduce sequencing, patterns, and persistence. ScratchJr, codeSpark Academy, Tynker Junior, Lightbot Jr, Osmo Coding, and LEGO Education SPIKE are options worth exploring. Some use block-based coding, where children arrange visual instructions instead of typing. Osmo Coding and LEGO Education SPIKE may involve compatible hardware, so families should confirm what is required before selecting them. The goal is not to rush children toward advanced programming, but to help them plan, test, revise, and explain a solution.
Creative apps can give second graders a meaningful break from drill-based practice. Book Creator, Stop Motion Studio, Toca Boca World, GarageBand, Chrome Music Lab, and Drawing Desk support storytelling, art, music, and simple media-making. A child might record an audiobook-style reading, create a stop-motion retelling of a folktale, design a comic about a science topic, or experiment with rhythm and pitch. Chrome Music Lab is web-based rather than a traditional downloadable app, but it can still be a simple creative resource when used through a browser.
Creative screen time is most useful when it leads to making something rather than only consuming content. Encourage children to save a drawing, narrate a page they created, or show how they changed a musical pattern. Adults do not need to judge the finished product. A few curious questions—such as “What happens if you change this part?” or “Can you tell me the story?”—can make the activity feel more connected to learning.
Science and world-exploration apps can help children notice the questions already around them. BrainPOP Jr., Seek by iNaturalist, SkyView Lite, Toca Lab: Elements, Google Arts & Culture, and PBS KIDS Games offer different entry points into observation and inquiry. Seek can be used on walks to identify plants and animals, while SkyView Lite can support conversations about objects in the night sky. Google Arts & Culture can inspire art discussions, virtual museum exploration, or simple research projects. Adult support is useful when children encounter unfamiliar vocabulary or complex topics.
The most effective way to use these tools is to connect them to real life. After identifying a leaf with Seek, compare it with a library field guide. After a space activity, look for the moon outdoors. After watching a short educational video, invite the child to draw what they learned or ask one new question. These small follow-ups help prevent learning from becoming a closed loop inside the device.
Not every app will suit every household. Review age settings, ads, in-app purchases, subscriptions, account requirements, privacy controls, and offline options before handing over a device. App stores and content libraries can change, so it is sensible to revisit settings regularly. If an app includes multiplayer features, chat, or user-created material, an adult should understand how those features work before a child uses them independently.
A balanced second-grade app collection does not need to include all 39 choices. One reading resource, one math tool, one creative option, and one exploration app may be plenty. Rotate selections when interest fades, keep sessions short enough that other activities still fit into the day, and pay attention to the child’s response. The right app is usually the one that supports a specific goal, invites genuine curiosity, and leaves room for children to learn beyond the screen.
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