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For parents and teachers
What the activities teach, how to use them in a classroom or at home, and how to talk about them.
Classroom activities
| Activity | What children learn | Lesson tie-ins | Ages |
|---|---|---|---|
| Drip Hero's Journey | The water cycle as one drop lives it: evaporation, condensation, freezing, melting, rain, snow, groundwater, springs, rivers, the sea. 35 "inside" trips show where water goes in a home, a farm, a water supply plant, a wastewater plant, a power plant, a data center, a ship, a whale, the space station. Five pollution lessons (fertilizer, bug spray, a dye works, Minamata, Hinkley) tell why it happened, who is responsible and how people made it right. Every fact has a source, listed inside. | Earth science: the water cycle, states of matter, weather. Environmental science: groundwater, pollution and clean-up. Reading for information. | 8 and up; younger with help |
| Spring Valley Town | A town-building activity the size of a simple family board activity. One child runs six seats as tabs: the Mayor and the Vice Mayors for Growth, Civil, Public Service, Finance and Water. One year at a time, up to 40 years. Water is the bottleneck: the spring gives so much, the river has a limit, untreated wastewater climbs the pollution ladder, and two years in the red means the banks take the town. | Civics and economics: budgets, loans and interest, taxes and public services. Systems thinking: a plan and its effects five years out. Environmental science: water supply and wastewater. | 7 and up |
| Clean River Master | How a wastewater plant works, block by block, over 15 days in three stages: screens, grit, settling, the microbes that eat the dirt, the clarifier, UV light, the sludge line, then grease, medicines, tiny plastics, a spill and the polluter who pays. Real sizes and prices, a bill the town pays, a river that shows what reaches it. A Theater of the things we clean and a Waterpedia of 59 short stories. | Engineering and life science: how a treatment plant works, microbes at work. Environmental science: pollutants and their paths. Math: costs and bills. | 8 and up |
| Stickman General | Planning and patience: gather wood and mineral, choose what to build, train a team, repair what breaks, read what the other general is doing. Nobody gets hurt and every match ends with a bow and a handshake. | Strategy and planning, resource budgeting, reading an opponent, good sportsmanship. | 7 and up |
| Stickman Dojo | Respect and timing: bow in, pick a wooden practice weapon, spar through seven short waves of visitors, bow out, shake hands. Knocked-down stickmen sit dizzy and walk off the mat. A Parents page sets turn length, a freeze with a few math problems (K to 5) after each turn, and a long rest after N turns. | Manners and self-control, taking turns, the math freeze (grade K to 5 arithmetic). | 6 and up |
| Cyber Age General | A supply chain and a power budget: robots dig stone and metal, carry it to the plant and the foundry, build a city whose humans give headcount, and keep the lights on through the night with solar, wind and batteries. One to four generals, alone against the computer or with friends on their own screens, in teams as they like. About 20 minutes a match. | Systems thinking: supply chains and bottlenecks. Energy: a day-and-night power budget, storage. Planning and teamwork with friends. | 8 and up |
| Stickman Explorer | Choices on a walk: open a treasure box and decide (bag it, use it, leave it), meet visitors one group at a time, reach the stone gate and shake hands with the Mountain Giant. Same Parents page and the same kind rules as the Dojo. | Decision making, patience, the math freeze (grade K to 5 arithmetic). | 6 and up |
How to talk about them
Drip Hero's Journey. Ask where the drop has been today and where it wants to go next. Ask what the drop saw inside a building, and what came out dirty and what came out clean. The pollution stories end with "how to make it right"; ask what the people should have done first.
Spring Valley Town. Ask what the town needed most this year, and what it could not afford. Ask what happened to the river when the factory came, and what the Water seat did about it. The chronicle under the map shows the next five years: ask the child to guess before running the year.
Clean River Master. Ask where the water in the sink goes after it leaves the house, and what the plant takes out first. Ask what the river's faces are saying today. After the spill day, ask who should pay and why.
Stickman Dojo and Stickman Explorer. Ask why everyone bows before and after. Ask what the hero does when a visitor is dizzy (nothing: visitors get up and walk away). On the Parents page, set the turn length and the math freeze together with the child, so the rules are known before starting.
Stickman General and Cyber Age General. Ask what the plan was and what changed it. Ask why the knocked-down stickmen walk away instead of disappearing, and why the generals shake hands at the end. In Cyber Age, ask what ran out first at night and what they would build earlier next time. With friends on their own screens: who was allied with whom, and did the team talk before it built?
Every activity saves itself on the device. A child can stop any time and pick up later on the same device and browser.
With friends on their own screens (Spring Valley Town, Stickman General, Cyber Age General): one screen starts a town and gets a four-letter code; the others join with the town name and the code from any iPad, Chromebook or phone; a teacher joins to watch. The screens pass only the moves through our relay, which stores nothing, asks no names and carries no chat. The host's screen holds the match: keep it awake.
Devices
Laptops and Chromebooks use mouse and keyboard. iPads, tablets and phones switch to touch by themselves; hold a phone sideways. The activities are plain web pages: nothing to install. On an iPad, "Add to Home Screen" in Safari's share menu puts the lion icon on the home screen.
Sound and read-aloud start off, so a classroom stays quiet; a speaker or Voice button turns them on.
No accounts, no ads, nothing collected. About Daniel's Lion says who makes these and why.