Gwakkamole
Gwakkamole is made and published by New York University. AppBrain is an independent app data site and isn't affiliated with New York University. The app name, icon, screenshots and description belong to New York University and are shown as published on the App Store.
AppBrain's verdict
Established- Rating on App Store
- 4.79
- 14 ratings
- Last updated
- February 5, 2026
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Releases
Updates seen on the App Store- Version
- 1.4
- Launched
- September 2019
No changelog data
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Technology
Found in the app by AppBrain- Price
- Free
- App size
- 168.8 MB
- Content rating
- Everyone
Technologies used by Gwakkamole
About the app and developer
About Gwakkamole
Gwakkamole is a games app developed by New York University.
User Ratings
Gwakkamole is rated 4.79 out of 5 stars. The rating is based on 14 ratings.
App Information
Gwakkamole is freely available from the App Store. The app size is 168.83 MB. The latest version available is 1.4. The last update was on February 5, 2026.
Technical Requirements
The app has a content rating of Everyone. The app has been available on the App Store since September 2019.
Developer information for New York University
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Store listing
By New York University, from the App StoreDescription by New York University Written by the developer, not by AppBrain. Click to read.
Players need to smash avocados that have no hat or that tip their hat but avoid smashing avocados with spiky hats or with electric hats.
How does this support learning?
Executive functions refer to a set of top-down, goal-oriented cognitive processes that enable people to control, monitor and plan behaviors and emotions. Miyake and Friedman’s model supports a unity-and-diversity view of EF in that it incorporates the three distinct but related components of EF: inhibitory control, task-switching and updating (Miyake et al., 2000).
What is the research evidence?
Our research suggests that Gwakkamole is an effective way to train inhibitory control. Homer, B.D., Ober, T., Rose, M., MacNamara, A., Mayer, R., & Plass, J.L. (2019). Speed Versus Accuracy: Implications of Adolescents' Neurocognitive Developments in a Digital Game to Train Executive Functions. Mind, Brain, and Education, 13(1), 41–52. DOI: 10.1111/mbe.12189
Research has found that EF is related to performance in literacy and math along with long-term gains in school performance and academic readiness (Blair & Razza, 2007; Brock, Rimm-Kaufman, Nathanson, & Grimm, 2009; St Clair-Thompson & Gathercole, 2006; Welsh, Nix, Blair, Bierman, & Nelson, 2010) and that disparities in EF among preschool children from low-income versus high-income homes may contribute to the achievement gap (Blair & Razza, 2007; Noble, McCandliss, & Farah, 2007).
This game is part of the Smart Suite, created by New York University’s CREATE lab in collaboration with the University of California, Santa Barbara, and The Graduate Center, CUNY.
The research reported here was supported by the Institute of Education Sciences, U.S. Department of Education, through Grant R305A150417 to the University of California, Santa Barbara. The opinions expressed are those of the authors and do not represent views of the Institute or the U.S. Department of Education.