First off I am new to OpenGL, but on my phone (Motorola Bionic) the following code works as intended.
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTe
You're probably hitting some limit of maximum active textures, for example as docs says:
glActivateTexture - The number of texture units is implementation dependent, but must be at least two
Also you might want to check GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (with glGet).
To debug problem you might want to check for glGetError after each call glActiveTexture/glBindTexture and maybe those glUniform1i.