![]() New data from 16,761 K-12 Lessons and Activities: Students Create More Than They ConsumeGoosechase'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
By: Goosechase TORONTO - Sept. 1, 2026 - PRLog -- 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
"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/ 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. 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. End
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