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Social & Emotional Learning

62 apps to play — grouped by age.

Ages 3–5 · Pre-K & K

Social & Emotional Learning · Self-Regulation (a visual timer you can see empty)

SandTots

Ages 3–5 · Gr K–K Level 1

A timer you can see empty, for ages 3–5: pick a little, a while, or a long time (or a grown-up sets the minutes), then watch the sand drain. When it ends the sand is simply gone and Dune the fennec yawns — no alarm, no flashing. On-device; nothing leaves your device.

Play SandTots →

Social & Emotional Learning · a first-then visual schedule (seeing what is first and what is next)

ThenTots

Ages 3–5 · Gr K–K Level 1

A first-then board for ages 3–5: pick a picture for what happens first, and a picture for what happens next — "first we brush, then we play." Calm, wordless, and yours to change any time. On-device; nothing leaves your device.

Play ThenTots →

Social & Emotional Learning · a one-tap feelings-and-weather month journal (notice how today felt)

TodayTots

Ages 3–5 · Gr K–K Level 1

A one-tap month journal for ages 3–5: once a day, tap today and pick a picture for how it felt — happy, calm, silly, sunny, rainy. Watch your month fill in. No streak, no score; a missed day is just fine. On-device; nothing leaves your device.

Play TodayTots →

Social & Emotional Learning · caring for a calm pet (a Timer-Rule pet that never starves)

PetTots

Ages 3–5 · Gr K–K Level 1

A gentle pet to look after, for ages 3–5 — the kind, calm opposite of the pet apps that make you rush back. Adopt a tortoise, budgie, or goldfish; feed it, give it water, play, and tuck it in. Come back a day or a week later and it is exactly how you left it — nothing ever goes hungry, nothing costs a coin, and there is no losing. On-device; nothing leaves your device.

Play PetTots →

Social & Emotional Learning · a bounded, screen-down puppet story (no autoplay)

PuppetTots

Ages 3–5 · Gr K–K Level 1

A tiny puppet show for ages 3–5 that plays the KIND way: nothing autoplays, and every show pauses when the puppets need your help with a real-world task — find something red, do three stretches — until a grown-up taps "we did it!". Then the curtain closes. One little show at a time, no endless feed, no next-video trap. On-device; nothing leaves your device.

Play PuppetTots →

Social & Emotional Learning · study skills — keep a little something to remember together (hear an idea + where it comes from, say it your way, and it comes back another day)

LaterTots

Ages 3–5 · Gr K–K Level 1

Keep a little something to remember together — and it comes back another day. Hear a short idea and where it comes from, say it back in your own words out loud, and a grown-up keeps it in your little box. Another day, the picture comes back so you remember it — no feed to scroll forever, no streak, no real brands, no account. Ages 3–5, made to do together and to hear out loud.

Play LaterTots →

Social & Emotional Learning

CapeTots

Ages 3–5 · Gr K–K Level 1

When something is hard, put on your cape and become Brave You. CapeTots is a warm daily brave-moment talk for your 3–5-year-old: a new slide, a wobbly tower, a dark room — Thimble the mouse-knight asks “what would Brave You do?”, then a tiny brave move (and “not yet” or “ask for help” are brave too). A printable cape, read-aloud help — and nothing is ever saved. The Batman effect, for grown-ups and little ones together.

Play CapeTots →

Social & Emotional Learning

DialTots

Ages 3–5 · Gr K–K Level 1

Where is your body right now — sleepy, calm, just-right, perky, or wiggly? DialTots is a big, tappable energy dial for your 3–5-year-old: slide from still to stirred-up, try a little body move at each stop, and learn that energy is its OWN thing (you can be a calm-happy or a wiggly-happy!). Spring the springtail rides the dial; a gentle wiggle wakes you, a slow breath settles you — never a wrong place to be. Read-aloud help, and nothing is ever saved.

Play DialTots →

Social & Emotional Learning · Cooperative Play (we win together)

FlockTots

Ages 3–5 · Gr K–K Level 1

A play-together game for ages 3–5: help every duckling waddle home to the reeds — together, before Rusk the fox creeps too close. Take turns with Hopps the frog: waddle a duckling across, or shoo Rusk back. Hopps helps every turn but never does it all — you win together. No one loses to a friend. On-device; nothing leaves your device.

Play FlockTots →

Social & Emotional Learning · Kindness

HelpPals

Ages 3–5 · Gr K–K Level 1

Find who needs a hand and pick a kind thing to do with Ozzie and friends. A gentle, no-fail first taste of kindness and helping for the littlest learners.

Play HelpPals →

Social & Emotional Learning

HuggyHabits

Ages 5–7 · Gr K–2 Level 1

Build gentle daily habits with Hug the bear — brush, move, drink your water, and get cozy for bed — plus a warm feelings check-in, made for the littlest ones.

Play HuggyHabits →

Social & Emotional Learning · Planning

PlanPals

Ages 3–5 · Gr K–K Level 1

Make a tiny plan with Pim and friends — put the steps in order, then look back at how it went. A first, gentle taste of planning for the littlest learners.

Play PlanPals →

Social & Emotional Learning

ReadyRoos

Ages 3–5 · Gr K–K Level 1

Get ready to learn with the ReadyRoos — hop and freeze, remember a little sequence, sort and switch, and plan the steps. Playful thinking games for the very youngest. Audio-first, big buttons, no way to lose.

Play ReadyRoos →

Social & Emotional Learning

TalkTots

Ages 3–5 · Gr K–K Level 1

One warm feelings-talk a day, to share out loud with your 3–5-year-old. Ember the glow-worm lights the talk: show me the feeling, when did YOU feel it today, and here’s mine too. A picture-word to point at, a tiny closing ritual, read-aloud help — and nothing is ever saved. For grown-ups and little ones, together.

Play TalkTots →

Social & Emotional Learning

VisitTots

Ages 3–5 · Gr K–K Level 1

Get ready for an outing, ages 3–5: put the story in order — door, line, big loud room, snack, home — then walk through it and practise one calm thing you can do at each step. The museum, the doctor, a haircut, the store, the first day. On-device.

Play VisitTots →

Social & Emotional Learning

WantTots

Ages 3–5 · Gr K–K Level 1

The same thing can make two friends feel different — because they wanted different things. Rain starts: Jem wanted to stay dry (sad), Pia wanted to splash (excited). WantTots is a warm daily two-friend talk to share with your 3–5-year-old: see two wants and two feelings, then wonder what YOU would want (and what the grown-up wants too). A picture-word to point at, read-aloud help, a printable card — and nothing is ever saved. The first perspective-taking, for grown-ups and little ones together.

Play WantTots →

Social & Emotional Learning

WhyTots

Ages 3–5 · Gr K–K Level 1

Every feeling has a because. Bindi the bilby wonders “what happened?” — a warm daily feeling-and-cause talk to share out loud with your 3–5-year-old: guess why together, reveal some everyday becauses, then link it to your child’s own day (and yours too). A picture-word to point at, read-aloud help, a printable Because Card — and nothing is ever saved. For grown-ups and little ones, together.

Play WhyTots →

Social & Emotional Learning · Move & Freeze (self-regulation through active play)

WiggleTots

Ages 3–5 · Gr K–K Level 1

Jump, spin, stomp, tiptoe — then FREEZE! WiggleTots calls a movement game your child does with their whole body, with a freeze that grows self-control. Ages 3–5. No camera, no data — just move.

Play WiggleTots →

Ages 6–8 · Grades 1–3

Social & Emotional Learning · a first plan-and-check-off list (study skills, get-ready-for-the-day habits)

ListPals

Ages 6–8 · Gr 1–3 Level 1

A tiny to-do list for ages 6–8: tap a picture to add it, check it off, and tap 🔊 to hear it read out loud. No score, no streak — the list just holds what to do. On-device; nothing leaves your device.

Play ListPals →

Social & Emotional Learning · a first weekly planner (study skills, time awareness, get-ready habits)

WeekPals

Ages 6–8 · Gr 1–3 Level 1

See your whole week, for ages 6–8: pick a day, tap a picture to plan it, and tap 🔊 to hear it. No score, no streak — it just shows what is on. On-device; nothing leaves your device.

Play WeekPals →

Social & Emotional Learning · study skills — a little book you keep in your own words (hear an idea + where it comes from, say it your way, and it comes back)

GemPals

Ages 6–8 · Gr 1–3 Level 1

A little book of ideas you keep in your own words. Hear or read a short idea and where it comes from, then — to keep it — say it your own way (you cannot keep an idea just by tapping). Your ideas live on this device and come back another day so you remember them. No feed to scroll forever, no streak, no real brands, no account. Ages 6–8, made to hear out loud.

Play GemPals →

Social & Emotional Learning

FeelingFriends

Ages 5–8 · Gr K–3 Level 1

Name feelings, read faces, sense how a friend feels, and choose a kind thing to do — the reading-free foundations of emotional literacy with Momo and friends, made for the youngest learners.

Play FeelingFriends →

Social & Emotional Learning

CalmCubs

Ages 6–7 · Gr 1–2 Level 1

When a feeling gets big, here’s what you can do — gentle calm-down tools (breathe, squeeze, pause) with Cozy the bear cub and friends, for grades 1–2.

Play CalmCubs →

Social & Emotional Learning

MaskPals

Ages 6–8 · Gr 1–3 Level 1

Faces can fib! Meet Dapple the chameleon and learn that a smile is not always a happy feeling. Read the real clues — what a friend’s body did, what they said, and what just happened — then guess the true feeling and check by asking. For ages 6–8: big buttons, read-aloud help, nothing to lose, and nothing is ever saved.

Play MaskPals →

Social & Emotional Learning

NudgePals

Ages 6–8 · Gr 1–3 Level 1

Feelings can move! When a feeling is stormy or heavy, meet Dart the dragonfly and try a nudge — breathe, get a grown-up, change what you look at, or just wait — and watch which way your sky moves. Never “get back to happy”; a calmer sky is a real win, and the feeling can still be there. For ages 6–8: big buttons, read-aloud help, and nothing is ever saved.

Play NudgePals →

Social & Emotional Learning

PactPals

Ages 6–8 · Gr 1–3 Level 1

Make a family feelings pact together! Meet Ribbon and the pact-friends, choose your promises — we ask before we guess, every feeling is okay, we breathe when it’s big — then print it out and sign it by hand. The signed paper is the only record; nothing is ever saved on the device. For ages 6–8 and grown-ups, together.

Play PactPals →

Social & Emotional Learning

SensePals

Ages 6–8 · Gr 1–3 Level 1

Survey a place, ages 6–8: tag each room with how it feels — loud, dark, changing lights, touch things, a quiet break spot — plus your own two icons. Then see your sensory map in your own words. On-device, private.

Play SensePals →

Social & Emotional Learning

SkyPals

Ages 6–8 · Gr 1–3 Level 1

Meet the four sky birds — Kite, Nestle, Gust, and Drizzle — and learn to read feelings the way you read the weather. Whose sky is a friend under? A calm two-way map (never a grid, never a colour), for ages 6–8. Big buttons, read-aloud help, nothing to lose, and nothing is ever saved.

Play SkyPals →

Health & Safety

SplashPals

Ages 6–8 · Gr 1–3 Level 1

Learn to stay safe near water with Bob the buoy and the SplashPals crew — reach or throw, never go; build the layers of protection; and make your family’s Water Watcher plan. Calm, gentle, made for ages 6–8.

Play SplashPals →

Study Skills

SprintPals

Ages 6–8 · Gr 1–3 Level 1

A calm study loop for ages 6–8: choose a few tiny things, do an honest sprint, say each one back in your own words, and see the free time you earned today. Stop whenever you like — you lose nothing. On-device, no scores, no streaks.

Play SprintPals →

Social & Emotional Learning

BothPals

Ages 6–8 · Gr 1–3 Level 2

You can feel two things at once! Meet Teasel the jay and learn about mixed feelings — excited AND nervous, happy AND sad (bittersweet), proud AND tired. Read a moment, then pick BOTH feelings on the map. There’s no single right feeling; both are real, and that’s okay. For ages 6–8: big buttons, read-aloud help, and nothing is ever saved.

Play BothPals →

Social & Emotional Learning

FairPlayPals

Ages 6–7 · Gr 1–2 Level 2

How to win, lose, and wait like a good sport — for grades 1–2. Play the tricky game-night moments (a loss, a lucky roll against you, a slow player, “one more game?”), do the Good-Game ritual, and make your own printable Fair-Play Charter. Big buttons, read-aloud, no losing at being a good sport. On-device; nothing leaves your device.

Play FairPlayPals →

Ages 9–14 · Grades 4–8

Social & Emotional Learning

MindForge

Ages 9–13 · Gr 4–8 Level 2

Walk through real social moments in the Scenario Navigator, notice your feelings, and build social & emotional skills across 16 kits. On-device, private, no wrong feelings.

Play MindForge →

Social & Emotional Learning

AffectForge

Ages 9–13 · Gr 4–8 Level 3

The science of feeling-space. Place a word — nervous, content, restless — where you think it belongs on the map of pleasantness and energy, then see where thousands of real people put it, and reconcile why people disagree. Meridian the manta maps inner weather. Two axes, real rater norms, three-minute labs — and nothing you feel is ever saved. Ages 9–14.

Play AffectForge →

Social & Emotional Learning

TempCheck

Ages 9–13 · Gr 4–8 Level 2

A gentle daily feelings check-in. Notice how you're doing, take turns reading each other with a friend on one device, and learn to read the signals your body gives — on the four-zone Mood Meter. On-device, no score, nothing you feel saved off this device.

Play TempCheck →

Social & Emotional Learning

SomaLab

Ages 10–13 · Gr 5–8 Level 4

Where do you feel it? Paint warm and cool on a body for anger, then love, then sadness — then reveal the maps hundreds of people drew, and see how the body’s energy signal is one dial of the feeling map you already know. Bodhi the axolotl feels every part of itself. The maps are averages, never a diagnosis; the belly-flutter is BOTH nervous and excited; and there are no sensors — you NOTICE your heartbeat and breath, never measure them. Ages 9–14.

Play SomaLab →

Social & Emotional Learning · educators — a classroom feelings charter built with the class (how we want to feel · what we’ll do · what when we don’t): the census-safest RULER climate tool, no student data

ClassPact

Ages 9–17 · Gr 4–12 Level 2

For teachers: build a classroom charter with your class in one period. Together you agree how you want this room to feel, what you will do to feel that way, and — the part most rules posters skip — what you will do when you don’t. No student data, no dashboard, no accounts, no screening: the signed sheet on the wall is the only record. The lowest-tech, best-evidenced part of the RULER approach. On-device, no account, no ads.

Play ClassPact →

Social & Emotional Learning

SteadyRealm

Ages 9–13 · Gr 4–8 Level 2

You're the steady one — read where your companion Cyan is on the feelings-wave, choose a calming move that meets them there, and keep a private reflection journal. On-device, gentle, no timer.

Play SteadyRealm →

Social & Emotional Learning

ShadeQuest

Ages 11–13 · Gr 6–8 Level 4

Annoyed, frustrated or furious? Nervous, eager or dreading? Shades, not scores. A scene ends mid-feeling — you pick the word that FITS from three close neighbours (never a wall of a hundred), or say "two" when a blend is the honest answer. Then Ochre the octopus shows what in the scene points to THIS shade, and how the shade changes what you would do next. The Fit-meter rewards the apt word — and flatly refuses to count how many words you know. Built for exactly the age when telling feelings apart gets hardest. Ages 9–14.

Play ShadeQuest →

Social & Emotional Learning

FocusForge

Ages 9–13 · Gr 4–8 Level 2

Build focus and study skills the calm way: try short brain workouts in the Strategy Lab (remembering, waiting, switching, planning, starting, sensing time), break big homework into tiny steps, and learn how attention works across 16 kits. ADHD-friendly, on-device, nothing about you leaves this device.

Play FocusForge →

Social & Emotional Learning

CueLab

Ages 10–13 · Gr 5–8 Level 4

Same face, different body, different room — different feeling? The same wide-eyed face means DELIGHT over a longed-for gift and FEAR at a crash in the dark. CueLab runs the experiments that showed faces aren’t readouts (Barrett; Aviezer): you read the body, the voice and what just happened, then meet the clue ladder scientists actually use — and its top rung, the best clue of all: just ask. Corvid the raven reads the whole scene, never only the face. No camera, ever. Ages 9–14.

Play CueLab →

Social & Emotional Learning

TreeForge

Ages 9–13 · Gr 4–8 Level 2

Grow a picture of how YOU learn best. Rate everyday moments (your ROOTS — ears, eyes, hands, body), try three short thinking moves (your TRUNK), pick where school feels stuck (your BRANCHES), and get a strengths-first "How I learn" one-pager you can print. On-device, no accounts, nothing about you is saved or sent. A self-portrait, never a label.

Play TreeForge →

Health & Wellness

WellnessForge

Ages 9–13 · Gr 4–8 Level 2

Learn how to look after your body and mind: build a balanced plate, practise saying no, handle a first-aid moment, and find calm. Health facts across 16 kits + hands-on toolkits. On-device, private, no wrong feelings.

Play WellnessForge →

Social & Emotional Learning

PauseForge

Ages 11–13 · Gr 6–8 Level 4

The space between what happens and what you do. Freeze a hot moment — a group-chat dig, a rained-out trip, taking the credit — pick a strategy, and watch a real model play the consequence out. Then meet the five families of ways to steady a feeling, which ones cost you, and why "hold it in" is the expensive one. Stillwater the heron holds poised at the water’s edge before it acts. No move is "right", every move has a cost, and nothing you feel is ever saved. Ages 9–14.

Play PauseForge →

Social & Emotional Learning

ReplayQuest

Ages 9–13 · Gr 4–8 Level 4

Rewind the argument. Two friends just fell out — over a shared project, a broken game, a group-chat joke that landed wrong. Replay it from BOTH sides: what each felt, what each wanted, how each showed it, and exactly where their maps split. Guess the other side, then choose one different move for each and watch a kinder replay — ending in a repair. Reverie the lemur can rewind any scene. No real names, no "who was right", nothing you guess is ever saved. Ages 9–14.

Play ReplayQuest →

Social & Emotional Learning

MendMates

Ages 10–13 · Gr 5–8 Level 3

Every friendship frays sometimes — the skill is the repair. Walk the 5-step repair loop (notice the harm → own your part → name the impact → offer a repair → reconnect), learn the ideas behind it, and check in with how your body feels. On-device, gentle, no timer, nothing saved anywhere but this device.

Play MendMates →

Social & Emotional Learning · study skills — a linked-notes "second brain" (write note cards, connect ideas, organise what you learn)

ZettelForge

Ages 9–13 · Gr 4–8 Level 2

Connect your notes: write short cards, then link the ideas that belong together and jump between them. A little "second brain" for study — no score, no streak. On-device; nothing leaves your device.

Play ZettelForge →

Inclusive Design

InclusionForge

Ages 10–12 · Gr 5–7 Level 3

Design a world that works for everyone. Spot a barrier — stairs, tiny text, sound-only signals — and pick the universal-design fix that helps the person who needs it AND everyone else. Plus Concepts checks on disability awareness, rights, and inclusive design. Ages 9–14.

Play InclusionForge →

Social & Emotional Learning · study skills — a commonplace book you keep in your own words (save an idea + its source, connect ideas, and it comes back)

GemForge

Ages 9–13 · Gr 4–8 Level 2

A commonplace book you keep in your own words. Read a short idea and where it comes from, then — to keep it — say it your way (you cannot keep a gem just by tapping). Your gems live on this device, connect to each other with a "because", and come back another day so you remember them. No feed to scroll forever, no streak, no real brands, no account. Just you and the ideas worth keeping.

Play GemForge →

Social & Emotional Learning · self-regulated learning — a small self-promise + if-then plan + gentle review (agency, not nagging)

PactForge

Ages 9–13 · Gr 4–8 Level 2

A promise to yourself: write a small pact and an if-then plan, then reflect on how it went — kindly, no guilt. No notifications, no streak, no score. On-device; nothing leaves your device.

Play PactForge →

Study Skills & Learning Science

TutorForge

Ages 9–13 · Gr 4–8 Level 2

Learn how to learn — 400 questions across sixteen research-backed study skills: metacognition, active reading, self-explanation, dual coding, mnemonics, retrieval practice, spaced study, interleaving, focus and test prep. A hint after a first miss, an explanation every time. On-device only.

Play TutorForge →

Ages 15–18 · Grades 9–12

Social & Emotional Learning · study skills — the commonplace book you own (keep an idea in your own words, connect it, come back to it, and synthesise)

CommonplaceForge

Ages 15–18 · Gr 9–12 Level 4

A commonplace book you actually own. Read a durable idea and where it comes from, then — to keep it — restate it in your own words (you cannot keep a gem by pasting). Your gems live on this device, connect with a "because", come back for spaced review, and — the part a note-app never gives you — you can gather them into a written synthesis and export the whole book as plain text you keep forever. No account, no feed, no summariser writing it for you. Ages 15–18.

Play CommonplaceForge →

Career & Future Readiness

NorthQuest

Ages 15–18 · Gr 9–12 Level 4

Explore where you’re headed: clarify what matters, weigh real paths, and author your own direction. No “right” answer. For teens.

Play NorthQuest →

Study Skills

StudyForge

Ages 15–18 · Gr 9–12 Level 4

Own how you study: pick the strategy that actually works for each situation, then check what you know. For teens.

Play StudyForge →

Social & Emotional Learning · emotion dynamics — how feelings move over time (duration, inertia, transitions, "it will pass") on a seeded affect-over-time model

EbbForge

Ages 15–18 · Gr 9–12 Level 5

A feeling is a tide, not a wall. Watch how emotions move over time — their duration, their inertia (why the same event lingers for one person and lifts for another), and "it will pass" as a literal curve that drifts back and resets after sleep. The one thing the 3am mind gets wrong is that a peak is permanent; here you can see the peak bend. A science of feelings, not therapy — nothing you feel is saved. Ages 15–18. On-device, no account, no ads.

Play EbbForge →

Social & Emotional Learning · the science of feelings — run the classic emotion experiments, predict the finding, and grade how well each one replicated (replication literacy)

FeelingForge

Ages 15–18 · Gr 9–12 Level 5

Run the classic emotion experiments on yourself. Predict what each famous study found, see the real effect — then meet the honest part most apps skip: did it REPLICATE? (Naming a feeling: partly. Nerves-as-excitement: partly. The pen-in-your-teeth smile: it failed a 17-lab replication.) Psychology is a science because it checks itself. A science of feelings, not therapy — nothing you try is ever saved. Ages 15–18. On-device, no account, no ads.

Play FeelingForge →

Social & Emotional Learning · mood-data literacy — should you track your feelings? weighing self-monitoring evidence, tracker-app design, and privacy (the map-not-log decision)

LogQuest

Ages 15–18 · Gr 9–12 Level 5

Should you track your feelings? The honest answer is: it depends. LogQuest weighs the real evidence for (spotting patterns, sharing with a counsellor) and against (rumination, streak-guilt, false precision, surveillance), shows how mood-tracker apps are designed to optimise for the app not for you, and explains why every feelings app here is a MAP, not a LOG — it keeps nothing. A science of feelings, not therapy. Ages 15–18. On-device, no account, no ads.

Play LogQuest →

Social & Emotional Learning · Peer Tutoring & Mentoring Skills

MentorDojo

Ages 15–18 · Gr 9–12 Level 5

Learn to tutor a younger child the way great teachers do: wait three seconds, give the smallest hint first, praise the strategy not the trait, and notice the confusion. Train the four moves, order a hint ladder, plan a real 15-minute session, and log your volunteer hours — all on your device. Ages 15–18.

Play MentorDojo →

Social & Emotional Learning · co-regulation — being a harbour for a struggling friend (validate, ask, sit with, redirect, escalate) and the boundary that it is not your job to be their therapist

HarborDojo

Ages 15–18 · Gr 9–12 Level 5

When a friend is struggling, how do you help without trying to be their therapist? Be the harbour — a safe place to come alongside. Practise the five moves (validate, ask, sit with, gently redirect, and — when it is bigger than a friend can hold — bring in a trusted adult) and the one firm boundary: it is not your job to fix them. Caring for a friend is real; knowing your limits keeps you okay too. A science of feelings, not therapy. Ages 15–18. On-device, no account, no ads.

Play HarborDojo →

Social & Emotional Learning · emotion words across languages — untranslatables and false friends on one shared feeling map (emotional granularity across tongues)

WorldFeels

Ages 15–18 · Gr 9–12 Level 5

The feeling map is the same everywhere — but the WORDS are not. Meet emotion words other languages have that English can only reach with a whole phrase (Portuguese "saudade", Vietnamese "thương", French "retrouvailles") and the false friends that look like an English feeling but mean something else (Spanish "ilusión" is happy hope, not "illusion"). Predict where each sits on the map, then collect the word. A science of feelings, not therapy — nothing is saved. Ages 15–18. On-device, no account, no ads.

Play WorldFeels →

Social & Emotional Learning

AnchorQuest

Ages 15–18 · Gr 9–12 Level 5

Notice a thought, name the thinking trap, and practise a kinder, more balanced reframe — a calm CBT-skills toolkit for teens. Not a diagnosis, not therapy; nothing is saved anywhere but your device.

Play AnchorQuest →

Social & Emotional Learning · the science of emotion regulation — the strategy families, their costs, situation-fit, and honest evidence grades

HelmDojo

Ages 15–18 · Gr 9–12 Level 5

Take the helm of a hot moment. Freeze it, choose from the whole space of ways to steady a feeling — change the situation, reframe it, steady your body, act on your values, reach a person — and watch a model play the consequence out, with each move's cost, its fit, and how well the research actually backs it. No move is scored right; the trade-off and the evidence are the science. A science of steadying feelings, not therapy — nothing you feel is ever saved. Ages 15–18. On-device, no account, no ads.

Play HelmDojo →

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