State of AI Apps Report 2025 is Live!

In the second quarter of 2025, several educational game apps showed notable performance trends in the United States on a unified platform, combining data from both iOS and Android. Here's a closer look at the top five applications.
Lingokids - Play and Learn by Monkimun Inc. experienced fluctuations in its weekly revenue, starting with approximately $409K and decreasing to around $333K mid-quarter before ending at $373K. Weekly downloads showed a similar trend, beginning at roughly 72.5K and dropping to about 50.9K, with a slight recovery to 58.6K by the end of June. Active users peaked at 556K in early May before stabilizing around 425K by the quarter's close.
ABCmouse: Kids Learning Games from Age of Learning, Inc. maintained a relatively steady weekly revenue, hovering around $360K initially and slightly declining to $326K by the end of June. Downloads decreased from 57.1K to 37.9K, while active users saw a peak of 672K, eventually settling at 543K.
Kids Learning Games - Kiddopia by Kiddopia, Inc. showed a stable revenue pattern, with minor fluctuations around $210K. Downloads increased progressively from 22.5K to 35K, and active users demonstrated growth, peaking at 69.4K by the quarter's end.
Keiki Learning games for Kids, published by BENIPOL LIMITED, experienced a gradual decline in weekly revenue from $151K to $138K. Downloads followed a downward trend from 34.3K to 23.8K, while active users remained relatively stable, concluding the quarter at 69.4K.
Finally, Speech Blubs: Language Therapy by Blub Blub Inc. started with a weekly revenue of $125K, experiencing slight fluctuations before ending at $119K. Downloads varied throughout the quarter, starting at 16.5K, dipping to 7.4K, and recovering to 10K. Active users showed resilience, maintaining around 9.8K by the end of June.
These insights, derived from Sensor Tower data, provide a snapshot of the dynamic educational app market in the US for Q2 2025. For more detailed analytics and insights, visit Sensor Tower.