2026 State of Mobile is Live!

In the first quarter of 2025, the educational gaming sector on the Android platform in the United States showcased varied performance trends among the top applications. Here's a look at how the leading apps fared based on data from Sensor Tower.
ABCmouse – Kids Learning Games by Age of Learning, Inc. saw a peak in weekly revenue of approximately $33.7K in early March. The app's weekly downloads reached as high as 50.6K at the start of the year, although there was a noticeable decline to around 29K by the end of March. Active users increased significantly, peaking at over 316K towards the end of the quarter.
For Lingokids - Play and Learn, revenue hit $34.7K in late February, while downloads fluctuated, peaking at 31.9K in the same period. The app's active users saw a decline from 97.3K to approximately 83.9K by the end of March.
Speech Blubs: Language Therapy from Blub Blub Inc. experienced a revenue peak of $20.1K in February. Weekly downloads started at around 4.9K, dropping to 2.3K by the end of the quarter. Active users followed a similar downward trend from 4.2K to 2.8K.
Learn to Read: Reading.com achieved a revenue peak of $20.4K in late February. Downloads saw a high of 11.5K at the start of January, with fluctuations leading to an end-quarter rise to 9.1K. Active users showed an upward trend, ending the quarter at 18.5K.
Finally, Kiddopia - Kids Learning Games maintained stable revenue, peaking at $15.5K in late February. Downloads reached a high of 6.8K mid-February, but active users declined from 21.6K to 10.3K over the quarter.
These insights highlight the dynamic nature of the educational gaming market on Android, offering a glimpse into user engagement and financial performance across leading apps. For more detailed analytics, visit Sensor Tower.