I am an educator by trade. Designing learning experiences are fun, but one big challenge is that there really is not a good way to test run a lesson before it goes live. The students in my first class get my best first attempt, and then I try to refine as the day goes on. Perhaps I keep the lesson for next semester or next year, but often it looks vastly different or is scrapped for a new approach.
My passion project outside of teaching is designing and publishing board and card games, and thankfully I get many test runs before the final game goes “live.” The games we make at GamestormEDU are often played in classrooms, and libraries, so it’s incredibly crucial that students playtest them. Beyond that, students are fantastic playtesters for a variety of reasons. Below are some reasons I would love to have your students playtest our games before they go live!
Students Give Incredible Feedback on Topics They are Passionate About
As someone who has taught writing at both the K-12 and higher education levels, I know a universal truth – students are more invested in their writing when they are speaking on a topic that matters to them or they are invested in personally. One of the best writing assignments a colleague shared with me that I used was a persuasive research paper where students selected an issue in the world, and then identified and advocated for a charity that could best remedy the issue. The students cared because they knew that their words could impact others, as I donated to the charity that had the best essay advocating for it.
Students are overwhelmingly passionate about games. According to a 2024 PEW research study, 85 percent of teens play games regularly, including 97 percent of those identifying as boys. As you can imagine, when I have students play a game prototype, their passion for what makes an engaging game and what deters them from playing again. I never have to pry or beg for what is working and what is not – the students share it in spades because they care about what makes a game worth playing.
Students are a Great Fit for Our Style of Creative Games
One common thread in all of the games we design is a creative element. Often, we ask the players to insert their own creativity, whether it is creating a five card narrative in Gamestormers, developing the most persuasive case for their team in Fantasy Loot Brawl, or assembling the most engaging feed in Doomscroll. When I have adults try out our games, they are usually pretty apprehensive and nervous about sharing their original ideas.
Students, on the other hand, are fearless when it comes to storytelling, speaking persuasively, and coming up with unique ideas. I always tell adults that they should not determine whether to buy our games based on what THEY think of them, but rather what their students or children think of them. As soon as they teach the game, teachers, parents, and librarians are always amazed at how well students embrace those creative elements.
I Get to Answer Questions About Game Design While Receiving Feedback
Often when I work with educators and librarians to get game prototypes in the hands of students, we organize for a live visit or video call so I can hear directly from the players themselves. During these calls, I try to give back to the students for their time and feedback by presenting about how I make games and answering any questions they have. I am always blown away by the great questions they have, too! I’ve been asked about everything from tariff impacts to designing for accessibility, and students always surprise me with their stories about the games they are making too!
If you would like to have your students playtest any of our game prototypes, please reach out to me at jon@gamestormedu.com or use the Work with Us form on our website.

