A supportive small-group counseling series designed for middle school girls to navigate depression, overcome the fear of vulnerability, and develop healthy communication skills with friends and family.
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.
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 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.