How a struggling high school increased student reading engagement by 450% using gamified leaderboards and peer recognition systems.
Springfield High School, located in a diverse urban district, was facing a literacy crisis. Reading scores had declined for three consecutive years, and student engagement with reading materials was at an all-time low.
The school's librarian, Ms. Jennifer Martinez, noticed several concerning trends:
Ms. Martinez worked with TrackScore's education specialists to design a leaderboard system based on proven gamification principles for adolescent learners.
Started with 50 volunteer students across all grade levels to test and refine the system before school-wide implementation.
Based on pilot success, the program expanded to all 847 students with additional features including team challenges and cross-grade competitions.
"TrackScore transformed our school culture around reading. Students who never touched a book are now competing to read the most pages. The gamification aspect made reading social and exciting again."
"I used to hate reading, but seeing my name on the leaderboard motivated me to keep going. Now I actually look forward to reading time, and I've discovered so many great books!"