Use Cases

How can you use games?

Tyto can be used for roles at every phase of learning, from sparking curiosity to measuring mastery. See how organizations are using Tyto to improve their curricula.

Use case · Discovery

Introduce a Concept Through Discovery

Learners figure concepts out by investigating, instead of being told first and practicing after.

Example below ↓
Discovery
Case study · IES / WestEd · Middle school math

Implementing math games for sensemaking led to a 20% increase in math performance.

Math becomes the tool for solving real-world problems learners actually care about.

Built with WestEd as research partner.
The transformation
Find the mean of this data set.
Help a cat cafe owner predict sales so she can order the right supplies — interviewing customers, handling boba-manipulatives, and working out the concept of mean.
Key results
  • 20% increase in math performance (p = 0.01)
  • Teachers said it was more engaging than other available tools
"It taught me how to properly use data plots, and the quests made me feel like I was smart and could do crazy math work."
Student — IES / WestEd feasibility study
Discovery
Case study · NSF · Middle school science

Using science storylines as anchoring phenomenon led to a 12% jump in science & engineering practices.

Middle schoolers investigate real problems — ecosystems, genetics, weather, Earth's systems — collecting evidence and building arguments. The original Tyto content that launched the platform, and the most-studied.

Findings confirmed by independent researcher TERC (2024).
The transformation
Read the chapter on parasites and host-pathogen interactions.
Investigate a dying ant colony — track the symptoms, collect evidence, and work out what's killing them.
Key results
  • 12% increase in science & engineering practices
  • 96% of students wanted to learn more topics with the game
  • Only 3% off-task conversation during collaborative play
"They felt like that was the way they should be learning science. That's what they called it. This is doing real science."
Teacher — TERC evaluation interviews
Use case · Exploration

Exploration & Exposure

Learners get a feel for unfamiliar territory through experience — careers, topics, domains — instead of reading or watching about it.

Example below ↓
Exploration
Case study · Array Education · High school career readiness

Experiencing what a work day is like helped students decide if the career was a good fit for them.

Students experience a day as an electrician, nurse, or UX designer — making real professional decisions with real consequences.

Built by Array Education on Tyto's framework for their career readiness program.
The transformation
Read a one-paragraph description of what an electrician does.
Spend a day as an electrician — trace a power outage through a real building, and find out if the work fits you.
Key results
  • 4.86 / 5 for helping students determine career fit (vs. 3.69 for video, 3.79 for text)
  • Students moved from generic, one-line career descriptions to a nuanced understanding of the actual day-to-day work
"Made me much more interested — it seems like a fun and interactive job where I could definitely fit in."
High school student
Use case · Applied Practice

Apply Skills in Real-World Scenarios

Learners use what they've been taught in scenarios where the outcome actually matters, instead of filling out worksheets. Helps with task transfer and generalization.

Example below ↓
Applied PracticePending pilot
Sample · Workforce training

Applying compliance training puts workers in real decisions — not just reading and forgetting.

Workers recognize hazards and make the right calls in realistic scenarios — applying protocols through decisions, not retention. The example below is a sample built on Tyto's framework: responding to a bloodborne pathogen exposure.

The transformation
Memorize bloodborne pathogen protocols from a training manual.
Respond to a real exposure — contain it, choose the right PPE, and follow the protocol you trained on.
Key results
  • Decision-based practice in realistic workplace contexts
  • Same authoring framework as K–12 learning — built for transfer, not recall
Have a workforce or safety program in mind?
Tell us about your program
AssessmentIn development
Use case · 04 · Where we're heading next

Games provide the opportunity for authentic assessment, showing what learners know by what they do in a relevant context.

Every Tyto experience already generates rich evidence of learner understanding through in-game decisions and artifacts. The work now is framing and capturing that evidence for formal assessment contexts — formative, summative, and portfolio.

The transformation
Multiple-choice test on ecosystems
Investigate a declining population, collect evidence, build an argument for what's causing it.
End-of-unit exam on workplace safety
Handle a simulated incident and demonstrate correct protocol — in context.

Want to work with us on this use case?

If you have a program where you want to explore using games for authentic assessment, we'd love to talk.

Read: our thinking on authentic assessment in games →
“I have really enjoyed being able to see their thought process when trying to be successful on the project! We sure had some laughs and triumphant moments!”
K–12 teacher
Interested in exploring assessment with us?
Tell us about your program
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You don't have to figure it out alone. You're starting a collaboration. We onboard a small cohort each quarter.