Welcome to Ava, a series of educational games that provide neurodiversity-affirming social and emotional skills practice! Ava consists of three parts: game series, curriculum, and account hub. In this guide, you’ll find instructions to help you get started along with an overview of each part.
Account Hub
The Account Hub gives you access to:
- Player Management Dashboard – add, remove, and manage player profiles
- Curriculum & Resources – access lesson plans, activities, and other supporting materials
- Help Desk – find support articles and videos
- Log into your Ava account at ava.socialcipher.com.
- Click “Open App.” This takes you to the Player Management Dashboard.
- At the top right, click “Add Players.”
- Add student names (For privacy reasons, please do not enter a student’s full name.)
- Give the student the code associated with their name.
You can click on a student’s name to lock/unlock specific modules. To play the game, instruct students to visit https://play.socialcipher.com/ and input their code. Feel free to create a player account for yourself, so you can explore the game as well!
For visual instructions, view the How Do I Get Start w/ Ava tutorial.
Ava the Game Series
The games can be played in any order but feature the same cast of characters.
Ava games fall into two categories:
- Creative Mode – Flexible modules where students can express their creativity by building new worlds, designing characters, and more.
- Story Mode – Narrative modules that each focus on a specific social and/or emotional topic.
Each Story Mode module is divided into quests that allow students to explore the module’s topic in different story scenarios. For a detailed breakdown of the game, check out this article.
Each module comes with an accompanying curriculum designed to reinforce key concepts and help students apply their learning beyond the game.
Curriculum Overview
Each Ava module has a structured curriculum that can be found in the Curriculum and Activities section of the Account Hub.
Each lesson consists of:
- Entrance ticket – a quick activity to introduce the lesson and assess prior knowledge
- Corresponding gameplay – designated time to play the game
- Activity – typically includes group or individual activities and reflections
- Exit ticket – a final activity to reinforce learning and track student understanding
Within the curriculum, you’ll also find the Pirate Log, which can be used to track student progress throughout the module.
The image below is from Quest 1 of the Trying New Things module.
Don’t know where to start? Check out our 55 Days of Lessons!
If you need additional support, email us at ahoy@socialciphergame.com!