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New data from 16,761 K-12 Lessons and Activities: Students Create More Than They Consume
eTradeWire News/10846109
Goosechase's Student Participation Report finds students produced more than 2 million original pieces of work in 2025, with the typical group completing 73% of the tasks assigned to them
TORONTO - eTradeWire -- Goosechase today published The Student Participation Report, an analysis of 16,761 interactive learning Experiences run by 6,341 K-12 educators on its platform between January 1 and December 31, 2025.
This is behavioral data, not survey data. The figures are counts of what students made, what they finished, and how much of it they did together.
Key Findings
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"Schools have spent the last few years working to win back students' attention. This report is about what fills it once they do," said Andrew Cross, founder and CEO of Goosechase. "When a lesson asks students to make something, they make it, and they mostly make it together. That's participation you can count, and it's a different thing from attendance."
What the Report Does Not Claim
The report is explicit: The figures are behavioral platform data, which evidences participation, not learning outcomes. It shows what students did in these lessons, not what they retained or how they later performed. Educators in the dataset also chose an interactive format for these lessons, so the findings describe what happens when that format is chosen rather than K-12 instruction generally.
Notes to Editors
The Student Participation Report is free to read at goosechase.com/student-participation-report, with full methodology, charts, and a set of ready-to-use citation sentences for reporters and researchers.
All figures are aggregate counts from Goosechase's production database, covering Experiences that went live at least once in 2025 in K-12 educator workspaces. Completion is the share of assigned Missions a team submitted at least one entry for. Participant figures count joined accounts, and because teams share devices, the true number of students is higher. No individual, school, or district-level data is reported.
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About Goosechase
At Goosechase, Experience is everything. We're an Interactive Experience Platform (IXP) that helps schools and organizations engage, activate, and educate their communities through delightful interactive Experiences. Since hatching in Canada in 2011, we've powered over 1 million educational, team building, training, fundraising, tourist, and recreational Experiences worldwide.
This is behavioral data, not survey data. The figures are counts of what students made, what they finished, and how much of it they did together.
Key Findings
- Students create, not consume. Students produced more than 2 million pieces of work across the year: photos, videos, written responses, and location check-ins. 62% of it was original photo and video content.
- Collaboration is the default, not exception. 76% of students took part as a team rather than solo. Teams frequently share one device, so the collaboration is literal: one camera, one screen, one set of decisions.
- Engagement finishes, not just starts. The typical group completed 73% of the tasks assigned to it. In 3 out of 4 Experiences, groups completed more than half of everything assigned.
- Teachers reach for it at the start of the year, not the end. August and September are the two busiest launch months, together accounting for roughly 25% of the year's launches, with a second peak in May.
- It fits inside a real prep window. Nearly half of these Experiences were built and launched the same day, 22% went live within the hour, and 72% went from blank page to live inside a week.
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"Schools have spent the last few years working to win back students' attention. This report is about what fills it once they do," said Andrew Cross, founder and CEO of Goosechase. "When a lesson asks students to make something, they make it, and they mostly make it together. That's participation you can count, and it's a different thing from attendance."
What the Report Does Not Claim
The report is explicit: The figures are behavioral platform data, which evidences participation, not learning outcomes. It shows what students did in these lessons, not what they retained or how they later performed. Educators in the dataset also chose an interactive format for these lessons, so the findings describe what happens when that format is chosen rather than K-12 instruction generally.
Notes to Editors
The Student Participation Report is free to read at goosechase.com/student-participation-report, with full methodology, charts, and a set of ready-to-use citation sentences for reporters and researchers.
All figures are aggregate counts from Goosechase's production database, covering Experiences that went live at least once in 2025 in K-12 educator workspaces. Completion is the share of assigned Missions a team submitted at least one entry for. Participant figures count joined accounts, and because teams share devices, the true number of students is higher. No individual, school, or district-level data is reported.
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About Goosechase
At Goosechase, Experience is everything. We're an Interactive Experience Platform (IXP) that helps schools and organizations engage, activate, and educate their communities through delightful interactive Experiences. Since hatching in Canada in 2011, we've powered over 1 million educational, team building, training, fundraising, tourist, and recreational Experiences worldwide.
Source: Goosechase
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