Prodigy Math's AI-adaptive game has 100 M+ registered users in 190+ countries and earned ESSA Tier 3 ('Promising') evidence from an independent Johns Hopkins evaluation. Free for all students; 800,000+ teachers use it globally. Correlational evidence only — no published RCT yet.
Prodigy Education, founded in 2011 in Waterloo, Ontario, offers a curriculum-aligned mathematics game — and an English-language-arts game since 2022 — in which AI continuously adjusts question difficulty to each student's demonstrated skill level. The game is free to all students; an optional premium membership unlocks cosmetic features only, not question content or difficulty. More than 800,000 teachers use Prodigy to assign targeted, curriculum-aligned practice and monitor performance.
Results
An independent evaluation by the Center for Research and Reform in Education (CRRE) at Johns Hopkins University found a statistically significant positive correlation between Prodigy usage and improved state standardised mathematics scores, after controlling for prior achievement and socioeconomic status — qualifying Prodigy for ESSA Tier 3 ('Promising') evidence. A 2020 ERIC case study documented engagement gains in a New York City middle-school pilot. No randomised controlled trial establishing a causal learning effect has yet been published; the Johns Hopkins evaluation is correlational.
Implementation
Indicative cost
Low (< €50k) — Free-to-play for all students; cost_band set to low given the explicit free access model.
Time to results
Short (< 1 year) — A ready-to-use web/app game requiring no special infrastructure; timeline_band set to short for a new classroom to begin using it.
Staffing & skills
Classroom teachers assign practice and monitor performance via a teacher dashboard
Conditions for success
Curriculum-alignment of in-game questions to state standards
Free access model removing cost barriers
Teacher dashboard for targeted assignment and monitoring
Common failure modes
Premium cosmetic upsell criticised as distracting for some students
Concerns that extrinsic in-game rewards may not sustain intrinsic motivation
No published RCT establishing a causal learning effect
Data sources
Where this practice's information was retrieved from, and when.