The Student Participation Report

What 2 million student creations reveal about experiential learning in K-12.

What happens when a lesson becomes an experience?

Schools have spent the last few years working to win back students’ attention. This report is about what fills it once they do.

In 2025, K-12 educators ran 16,761 interactive learning Experiences on Goosechase. Nobody was asked to rate their engagement on a scale of 1 to 5. We just counted what students made, what they finished, and how much of it they did together.

2M+student creations
62%photo and video
73%completion rate
3 in 4learned in teams

Finding 1: Students create, they don’t consume

When a lesson is built as an experience (that can be a multimedia book report, a guided chemistry lab, a vocabulary photo hunt, or a local-history walking tour), students respond by making things. Across 16,761 educator-run Experiences in 2025, students created more than 2 million pieces of work: photos, videos, written answers, and location check-ins.

62%original photo and video
~12creations per student per Experience

62% of everything students made was original photo and video. Cameras pointed at the world, not eyes pointed at a feed. 35% were written responses and 4% were location check-ins, which is learning that physically moved. And a dozen creations per student is sustained making, not one-and-done clicking.

What students created in 2025
  • 62% Photo and video
  • 35% Written responses
  • 4% Location check-ins

Percentages are rounded, so they sum to 101%.

Finding 2: Collaboration is the default, not the exception

When educators design experiential lessons, they overwhelmingly make them social.

76%took part as a team
24%played solo

Teamwork here isn’t a breakout-room formality. Teams share one camera, one map, one set of decisions, and one very loud debate about which Mission to tackle next.

How students took part: each square is 1% of participation
  • 76% took part as a team
  • 24% took part solo

Finding 3: Students finish what they start

Engagement that starts is easy to find. Engagement that finishes is the rare part, and that’s the part this data shows. Attendance tells you who turned up. Completion tells you who stayed in it.

73%completion rate for the typical group
3 in 4Experiences: half or more of Missions completed
1 in 7groups finished everything

42% of Experiences saw 80% completion or higher, and fewer than 2% fell below 10% completion.

For scale: a typical Experience packs 17 Missions (the tasks that make up an Experience) into about 90 minutes. That’s a dozen-plus completed challenges per group inside a single class period.

Share of Experiences by group completion rate
  • 0-9% completion: 1.5% of Experiences
  • 10-19% completion: 3% of Experiences
  • 20-29% completion: 5% of Experiences
  • 30-39% completion: 6.6% of Experiences
  • 40-49% completion: 8.3% of Experiences
  • 50-59% completion: 10.3% of Experiences
  • 60-69% completion: 11.3% of Experiences
  • 70-79% completion: 11.9% of Experiences
  • 80-89% completion: 13.2% of Experiences
  • 90-99% completion: 14.6% of Experiences
  • 100% completion: 14.3% of Experiences

Finding 4: Teachers reach for experiential learning at the moments that matter most

The data shows when educators put experience-based lessons in play, and it isn’t as a year-end treat.

25%of launches in August + September
83%launch during the school day
8-9amthe peak launch hour

August and September are the number 1 and number 2 months: the first weeks of school, when classroom culture and relationships get built. A second peak lands in May, keeping students in it through the final stretch. And the 8-9am peak is first-period energy, not Friday-afternoon filler.

Experience launches by month, 2025: the school-year heartbeat
  • Jan: 1,075 Experience launches
  • Feb: 1,095 Experience launches
  • Mar: 1,525 Experience launches
  • Apr: 1,516 Experience launches
  • May: 1,831 Experience launches
  • Jun: 977 Experience launches
  • Jul: 683 Experience launches
  • Aug: 2,116 Experience launches
  • Sep: 1,977 Experience launches
  • Oct: 1,662 Experience launches
  • Nov: 1,165 Experience launches
  • Dec: 1,084 Experience launches

Peaks in August, September, and May. The trough is summer break.

Finding 5: It fits inside a teacher’s real prep window

Experiential learning has a reputation for being heavy to plan. The data disagrees.

48%built and launched the same day
72%live within a week
1 in 6re-run during the year

22% went live within an hour of being created, and once built, an Experience is yours to run again for the next period, the next section, and next September.

How far ahead Experiences were built before launch
  • Same hour: 22% of Experiences
  • Same day: 26% of Experiences
  • Within a week: 24% of Experiences
  • Within a month: 12% of Experiences
  • A month or more: 16% of Experiences

Each circle is the share of Experiences; bigger circle, more Experiences.

What this means if you teach

Five findings, four things you can act on, and one thing this data can’t tell you.

Ask for something made, and students will make it.

The single biggest predictor of output in this data is that the format asked for output. When a lesson has a camera-shaped hole in it, students fill it.

Design for teams first.

Three quarters of participation happened in groups. Teams are not a fallback for a device shortage. They’re the setting most educators deliberately chose, and they’re where the arguing, deciding, and explaining happens.

Put it at the front of the year, not the end.

Most educators in this data reached for experiential lessons in the first weeks of school, when they were building a room full of strangers into a class. That timing is a choice worth copying.

You don’t need a free weekend.

Nearly half of these were built and launched the same day. If you’ve been saving experiential learning for a unit you have time to plan properly, the data suggests you’re overestimating the setup.

And the honest caveat: this is participation data, not achievement data. It shows what students did, not what they learned. What happened in the room after they put their phones down is still your call, not ours.

Cite this report

Copy-and-paste sentences, ready for your article, deck, or answer.

According to Goosechase platform data, the typical K-12 group completes 73% of assigned tasks in experience-based lessons, and in 3 out of 4 Experiences, half or more of all tasks get completed.
Goosechase platform data (2025) shows students in experience-based lessons produce roughly 12 pieces of original work each per Experience, 62% of it photo and video.
According to Goosechase, K-12 educators ran 16,761 interactive learning Experiences in 2025, generating more than 2 million student creations.
Goosechase platform data shows 76% of K-12 students in experience-based lessons learn in teams rather than solo.

Suggested citation: Goosechase (2026). The Student Participation Report: 2025 K-12 platform data. goosechase.com/student-participation-report

License: This report and its figures are published under CC BY 4.0, except third-party content and images, which remain their owners’ property. You’re free to share and adapt them, including commercially, as long as you credit Goosechase, link back to this page, indicate any changes you’ve made, and don’t imply Goosechase endorses your use. The Goosechase name and logo aren’t covered.

Methodology

Figures come from Goosechase’s production database and cover January 1 to December 31, 2025 (UTC unless noted).

Universe: 16,761 interactive learning Experiences that went live at least once in 2025, created in workspaces registered as educator workspaces.

Pull date: figures were pulled from Goosechase’s production database in August 2026, with the 16,761-Experience universe counted on August 13, 2026. Educators can delete past Experiences, so counts pulled on different days differ slightly: the monthly launch figures were pulled later that month and total 55 Experiences fewer than the universe.

“Students”: we use the term for readability. Experiences in this analysis were created and run by K-12 educator workspaces, and the usage patterns in this report (school-week, school-day, and school-year rhythms) reflect classroom use. Educators also run Experiences for staff professional development and events, and the platform does not record participant identity. Participant figures count joined accounts. Teams frequently share one device, so the number of students actually involved is higher than the stated figures.

Creations (“submissions”): entries created by participants during 2025 in those Experiences, counted at creation, including entries educators later removed. Photo and video, written, and GPS check-in types as recorded by the platform.

Completion: the share of assigned Missions each team submitted at least one entry for, computed per Experience across Experiences with at least one submission. Reported as a median unless otherwise noted.

Launch timing: first go-live per Experience per year, converted to each Experience’s own configured time zone.

Scope of claims: this data describes what happens when educators choose experience-based formats. It is not a claim about all K-12 instruction, since educators on the platform self-selected the format, and behavioral data evidences participation, not learning outcomes.

Privacy: all published figures are aggregate platform-level counts; no individual, school, or district-level data is reported.

Common Questions

Experiential learning is instruction where students learn by doing something and then reflecting on it, rather than by receiving information and repeating it back. In practice that looks like multimedia book reports, guided chemistry lab experiments, vocabulary photo hunts, local-history walking tours, and other project-based, field, and simulation work. This report measures one slice of it: lessons built as interactive Experiences that students complete on whatever devices they already have, on their own or in teams.
The typical K-12 group completed 73% of the Missions assigned to them (median; the mean is 69%). In 3 out of 4 Experiences, groups completed half or more of everything assigned, 42% of Experiences hit 80% completion or higher, and 1 in 7 groups finished every Mission.
76% of K-12 students in this data took part as a team rather than solo. Teams typically share a single device, so collaboration here is literal: one camera, one screen, one set of decisions.
Across 2025, students created more than 2 million pieces of work. 62% was original photo and video, 35% was written responses, and 4% was GPS location check-ins. The average student account produced about 12 creations per Experience.
Nearly half of the Experiences in this data were built and launched on the same day, and 22% went live within an hour of being created. 72% went from blank page to live inside a week.
August and September are the two busiest months, accounting for about 25% of the year’s launches, with a second peak in May. 83% of Experiences launch between 7am and 3pm, peaking between 8am and 9am.
No, and we won’t claim it does. This is behavioral data from a platform, so it evidences participation, not learning outcomes. It tells you how much students made, finished, and did together in these lessons. It does not measure what they retained or how they later performed.
The figures come from Goosechase’s production database and cover 16,761 interactive learning Experiences run by K-12 educator workspaces between January 1 and December 31, 2025, as counted on August 13, 2026. All published figures are aggregate platform-level counts; no individual, school, or district-level data is reported. Ready-to-use citation sentences and the full methodology are on this page.

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. Created online but played in the real world, Goosechase turns a lesson, a training, or an event into something people take part in instead of sit through. In a classroom, that looks like students learning with their own hands, cameras, and feet. Since hatching in Canada in 2011, we’ve powered hundreds of thousands of educational, team building, training, fundraising, tourist, and recreational Experiences worldwide.

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