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What are case studies and success stories?

A case study describes how one class or school tried an idea and what happened. A success story is a case study told to persuade: it shows the best result and often leaves out the comparison. Gamification has many of them. These activities teach children and teachers to ask three questions before believing one: what was measured, compared with what, and what is missing?


Free activities to download

Five ready-to-run sessions for primary, middle and high school. Each PDF includes a step-by-step session plan, facilitator notes, three student worksheets and an assessment checklist.

Children sitting on a classroom floor listening to a story

Our Class Reading Challenge

Primary · Ages 7–10

Foundation · 40 min

The class sets a shared reading target, records a baseline week first, then compares reading during the challenge and after the display comes down.

A teacher standing in front of a group of children

Spelling Ladder Trial

Primary · Ages 8–11

Developing · 45 min

Pairs practise on a spelling ladder, move up after two perfect runs, then test the same words in a short piece of writing.

Students in a classroom with a teacher presenting

Story or Evidence?

Middle School · Ages 12–14

Intermediate · 45 min

Groups sort statements from illustrative success stories into claims, evidence and missing information, then ask what would make each story convincing.


A group of people sitting at desks in a classroom

Before and After

Middle School · Ages 12–14

Intermediate · 50 min

Pairs choose one learning measure and one engagement measure for a revision quest, then interpret a set of sample results.

A teacher lecturing students in a classroom

Evaluate a Success Story

High School · Ages 15–18

Advanced · 75 min

Teams critique an illustrative case study, identify alternative explanations and gaps, and write a plan to evaluate it properly in their own school.


Liked the free activities? Go further with a 20-week programme.

Each free activity comes from a full EduTrend Contents programme: a Family Guide or Teacher's Guide with one-page session plans for 20 weeks, plus an Assessment Toolkit with rubrics, trackers and certificates. Choose the one for your child's age or your class below. Instant PDF download after checkout.

Browse all programmes in EduStore →

EDT-441 Family Game Detectives package cover

EDT-441 · 20 WEEKS · $29

Family Game Detectives

Family · Ages 6–11 with a grown-up

Home game tests, before and after counts.

EDT-442 Classroom Game Testers package cover

EDT-442 · 20 WEEKS · $39

Classroom Game Testers

Primary · Ages 7–11

Class challenges tested with simple data.

EDT-443 Evidence Lab: Does Gamification Work? package cover

EDT-443 · 20 WEEKS · $39

Evidence Lab: Does Gamification Work?

Middle school · Ages 11–14

Claims, fair tests and a class evaluation.

EDT-444 Case Study Methods: Evaluating Gamification package cover

EDT-444 · 20 WEEKS · $45

Case Study Methods: Evaluating Gamification

High school · Ages 15–18

Research methods, validity and case studies.

Photos: Vitaly Gariev, Parabol / Unsplash

Case Studies and Success Stories

Judge gamification success stories honestly with five free printable activities, from a class reading challenge and a spelling ladder trial to sorting claims from evidence and planning a fair evaluation. For longer learning, choose a 20-week programme for families, primary, middle or high school.

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Case Studies and Success Stories

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