An 8-week series designed for middle school boys to navigate strong emotions, improve self-regulation, and develop empathy through cultural competence and restorative practices.
A comprehensive unit on Dialectical Behavior Therapy (DBT) mindfulness skills, taking students from somatic anchoring and cognitive understanding to collaborative, station-based performances that demonstrate 'What' and 'How' skills.
A high-energy, 15-minute movement game designed to teach kids ages 5-12 how to make smart, safe decisions online. Through rapid-fire scenario cards, students act as Cyber Sleuths to solve digital cases and investigate cyber threats.
A hands-on sequence designed to empower teens with Dialectical Behavioral Therapy (DBT) concepts. Through engaging escape rooms, creative drama challenges, and real-life scenarios, students master dialectics and emotional regulation.
An interactive, dual-level digital safety lesson designed for youth ages 5-12, covering key concepts of digital privacy, cyberbullying, and safe gaming through collaborative activities and differentiated scenario cards.
A DBT Interpersonal Effectiveness unit where students map relational boundaries, master communication skills, and engage in interactive, station-based roleplays to navigate teenage social dynamics.
An interactive, gamified lesson on social media and digital safety designed for youth aged 5-12. Features differentiated pathways for early readers and pre-teens to learn about privacy, sharing limits, and online community respect.
A 6-week curriculum for 7th-grade students focusing on social-emotional skills, decision-making, and fostering a positive return to school.
A comprehensive goal-setting and reflection lesson designed to help students analyze their academic and social-emotional progress, identify roadblocks, and create actionable growth plans.
A dynamic, high-energy advisory lesson focused on collaboration, communication, and learning from failure through an interactive tower-building constraint challenge.
A highly interactive, gamified lesson where students work in teams to shop their fridges first. Students analyze different household inventories, plan 3 days of meals, and compile optimized grocery lists to minimize food waste and save money.
An interactive, experience-based shopping simulation game where participants tackle real-life supermarket scenarios, vote on binary purchasing choices, and master smart consumer habits in a game-show style setting.
An introductory STEM and cooperative learning lesson where students work in teams to save Sam, a gummy worm stranded on a capsized boat, using only paperclips to retrieve and equip his life preserver.