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Research & Results

Data from our pilot program and the research behind project-based math learning.

Methodology

March 2026 Pilot

In late March 2026, we ran our first formal pilot with 11 learners at Acton Academy Falls Church — a learner-driven microschool in Northern Virginia. Participants ranged in age from 8 to 14 years old.

Learners were given a single challenge: pick a math concept you care about and build a game around it. No starter templates. No rubric. No teacher-directed prompts to begin. The only constraint was time.

We observed learner behavior throughout the session, tracking engagement patterns, self-organization, collaboration, and iteration behavior. We collected video recordings of four learners explaining their game ideas in their own words.

The pilot was designed to answer one question: will learners engage meaningfully with math when given genuine ownership over the task? The answer was unambiguous.

Three Signals That Mattered

Choice created energy

Learners gravitated toward topics they already cared about: sports, aliens, saving a world, and space journeys.

Ownership happened fast

One group pulled out Monopoly on their own to look for where math already lives inside a game.

Iteration was learnable

One learner discovered she could tell the AI to fix the game, iterated about six times, and got it working before running out of time.

Engagement Data

Raw signals from the March 26, 2026 pilot session.

11/11

Participation

All learners took on the challenge

0

Prompts to Start

Learners self-organized into groups without being asked

4

Learner Voices

Learners recorded themselves explaining their game ideas

Iteration Signal

AI iterations completed by one learner on a single game

11/11

Retention

All learners wanted to keep building after spring break

Ongoing Research

We’re partnering with learning design specialists to measure and publish outcomes across a larger cohort. Formal findings will be published here as they become available. Stay tuned.