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TellMeWhoIAm Science Leaders

Review · Family · iOS

TellMeWhoIAm Science Leaders

Reviewed: 07 May 2026

iOS

KidPositive · 2015

Ludograph rating

C

Mixed

46 /100

TellMeWhoIAm Science Leaders is an educational game that builds memory, attention, and learning transfer skills, with mild social risk from competitive leaderboards.

06010030BenefitLow riskB 32 · R 19
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

32

Risk (RIS)

19

Daily limit

90min

Age guidance

10+

Developmental benefits

B1Cognitive
0.44
B2Social-emotional
0.10
B3Motor
0.35

TellMeWhoIAm Science Leaders is an educational game that effectively combines learning with engaging gameplay. It challenges cognitive skills like memory, critical thinking, and reaction time while introducing players to important African American scientists and their contributions. The game promotes reading and learning transfer, making it a valuable tool for STEM education and Black History Month. Its adaptive challenge and potential for family play further enhance its educational benefits.

Design risks

R1Compulsion-loop pressure
0.03
R2Monetization
0.13
R3Social risk
0.56

The primary risks in TellMeWhoIAm Science Leaders stem from its social features, which encourage competition and social comparison through leaderboards and score sharing on social media. This could potentially lead to feelings of inadequacy or pressure. While the game is explicitly child-targeted, it lacks manipulative compulsion-loop mechanics or monetization pressures, focusing instead on educational engagement. Privacy risks are present due to sharing scores on public platforms.

Content (not in risk score)

R4.1Violence Level
0.00
R4.2Sexual Content
0.00
R4.3Language
0.00
R4.4Substance References
0.00
R4.5Fear / Horror
0.00

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: concerns noted·GDPR-KAssessed: concerns noted·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. Likely violations: monetisation that deliberately targets children.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. Likely violations: elevated privacy risk in a children-rated or child-targeted game; profiling or targeting of children for marketing.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is TellMeWhoIAm Science Leaders safe for kids?

Ludograph gives TellMeWhoIAm Science Leaders a rating of 46/100. It delivers genuine benefits but carries design risks that deserve a close look.

How long should kids play TellMeWhoIAm Science Leaders?

Our session recommendation for TellMeWhoIAm Science Leaders is up to 90 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of TellMeWhoIAm Science Leaders?

The primary risks in TellMeWhoIAm Science Leaders stem from its social features, which encourage competition and social comparison through leaderboards and score sharing on social media. This could potentially lead to feelings of inadequacy or pressure. While the game is explicitly child-targeted, it lacks manipulative compulsion-loop mechanics or monetization pressures, focusing instead on educat