Read to Lead: After the Storm, Community in Crisis, Vital Signs

Client: Read to Lead (Formerly known as Classroom, Inc.)

Read to Lead places middle schoolers in the fictional city of Port Douglas – a community devastated by a hurricane. By leading the daily news website, running the community center, and managing a family clinic, students assume a leadership role and pick up literacy skills along the way. Working with Read to Lead, formerly known as Classroom, Inc., FableVision Studios developed three literacy-learning games – After the Storm, Community in Crisis, and Vital Signs. The games promote vocabulary, multi-media production and editing, and workplace readiness through real world simulations. The encounters immerse students in the story and help them make vital decisions in their professional roles.

Aligned to Common Core State Standards, the games are used in classrooms with an interactive online portion and offline project-based materials. The Educator Dashboard allows educators to manage their students and classrooms holistically or by viewing each student in detail. FableVision has also implemented a custom set of user progress data that can be used for research. The games can be accessed on Read to Lead’s website.

After the Storm

In the award-winning program, students assume the role of editor-in-chief of The Daily Byte, an online community news magazine. Through interacting with the staff, editing articles, and crafting tweets, players post the entire story of the storm and its cleanup efforts on The Daily Byte website. Available to play for free on BrainPop's GameUp site, Read to Lead’s After the Storm: Day One is an abbreviated version of the game and offers a feature for students to print their work and lesson plans.

Community in Crisis

Taking place simultaneously to After the Storm’s storyline, students serve as director of the Common Ground Community Center. Players find food and shelter for displaced citizens, manage staff, and learn to interact with an uncooperative client. Each episode is a self-contained story with unique conflicts to resolve. Students support their decisions in a short expository essay at the end of each episode.

Vital Signs

In the third installment, middle school students run a clinic, manage a diverse staff of medical professionals, and care for patients, while picking up literacy skills. As the medical director, players have ample opportunities to engage with text; they read through conversations with colleagues and patients, review medical resources that they encounter during their work day, and compose and edit emails and reports.

A Peek Inside

 

Product: web-based interactive

Age Range: middle school

Tech Specs: HTML5, Content Management System

Press:

Related Projects : 

Awards:

  • 2022 Research-Based Design Product Certification from Digital Promise

  • 2015 Tech & Learning Magazine Awards of Excellence, New Products Award

  • 2015 International Serious Play Awards, Bronze award

  • 2015 AAP (Association of American Publishers) REVERE Awards: Finalist in Classroom category

  • 2015 Finalist, Academic Gaming Solution, EdTech Digest Cool Tool Awards