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Games in Education
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alternate reality game
) is an interactive
that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions."
Evoke is a crash course in changing the world. Play your way through EVOKE's quests to learn all about social entrepreneurship. The goal of the social network game is to help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems.
Calling all Teachers: Urgent Evoke Wiki -
Smokescreen is a cutting-edge game about life online. We all use Facebook, MySpace, Bebo and MSN to keep up with our mates - and we've all heard the stories about parties on Facebook being mobbed, or people getting stalked on MSN. The question is, what would you do if it happened to you? Over 13 missions, Smokescreen follows the story of two mates who've set up an exclusive social network called White Smoke. After Cal's involved in a car accident and falls into a coma, White Smoke becomes huge - and starts attracting huge problems. Each mission sees
explore the world of White Smoke, and find out who you can trust - and who you can't.
CryptoZoo aims to get gamers off the couch and into the streets, letting them find clues about mythical animals in the real world and exercise in their spare moments. It’s an alternate reality game — mixing computer fantasy with real world tasks — and was designed with health goals in mind by a team led by
Routes is a set of minigames, a documentary and a murder mystery which explore the fascinating world of genetics. The mystery has been solved, but you can still play the games, watch the videos and see how the mystery unfolded.
Find the Future
Find the Future at NYPL
is an augmented reality game by
that celebrates the 100th birthday of the
New York Public Library’s
Stephen A. Schwarzman building
. Find The Future at NYPL brings visitors to the Library together with players around the world to tap into the creative power of the Library’s collections. It is first game in the world in which winning the game means writing a book together – a collection of 100 ways to make history and change the future, inspired by 100 of the most intriguing works of the past
Ghosts of a Chance
The module version of "Ghosts of a Chance" was available at the Smithsonian American Art Museum from October, 2008 through October, 2010. Over 3,000 people completed the multimedia scavenger hunt, deciphering codes, following treasure maps, sending text messages, and uncovering hidden objects. For more information on the game, please contact Georgina Goodlander at GoodlanderG[at]si.edu.
The team that created "Ghosts of a Chance" launched an ambitious new game called "Pheon" in October 2010. Like GOAC, there is both an
component to the game. Take a look, and have fun!
The Hexagon Challenge
The Hexagon Challenge is an educational game in which students will attempt to solve a mystery by infiltrating a secret society, answering initiation questions regarding history, science, mathematics, world languages, and the arts. They will contact and be contacted by various fictitious characters via email, telephone, and instant messenger who will provide clues that enable them to continue their quest to discover the truth about a mysterious artifact known only as the Hexagon.
puts YOU into a storyline in which the history of Japanese American people during World War II suddenly becomes of utmost importance to you. You will need to figure out how to apply your learning of past historical events in order to help you and your team survive through the entire game.
was the second
alternate reality game
and the creators of
that provides a backstory for the discovery of the wreckage of
Oceanic Flight 815
, as first revealed in "
InterroBang is a game in which you complete real-world missions to win prizes, learn problem solving and connect with others to change the world. It is for students, grades 6-12. In order to be eligible for prizes, students must register through their teachers or parents.
Murder under the Microscope
Murder under the Microscope is Australia’s largest online environmental game. It is suitable for school students in years 5 to 10, typically children aged 9 to 14 years.
From 1 August, 2011 the Catchment Headquarters website will be live. In the weeks that follow, clues will be uncovered.
Once the game begins, teams of students will research and analyse the evidence to solve the crime. The project culminates with the students submitting a digital story that follows an environmental action in their local area.
Ready for the Big Chill
Ready for the Big Chill is a three-week transmedia narrative looking at how a Big Chill might come about. To play along, follow the characters on social media as events unfold in real time -- if you talk to them, they'll talk back! Or for a more mellow experience, just follow along here at Ready for the Big Chill and see the story progress at your own pace.
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