The short answer
A classroom simulation is a lesson where students take on roles inside a real or realistic situation, work through it by making decisions, then step back and discuss what happened and why.
No accounts for students, no installs, no prep weekend. Pick a simulation, share a code, and run it live from your dashboard.
Browse 96 sims across history, science, math, ELA, and CS. Each one ships with a step-by-step teacher guide, timing, facilitation scripts, and printable student handouts.
Create a room and project the code. Students join on any device - no logins, no app. You assign roles in one click and we handle the rest.
Your dashboard walks you through every phase. Pause and resume across days, scale roles for 12 students or 30, and debrief with the built-in discussion prompts.
The newest simulations in the catalog.
Eight tables run the governments of an invented sea around 1900. They bargain over treaties clause by clause, then jump ten years later to see what each clause did.
Eight tables are families in an Iowa factory town from 1933 to 1937. They decide whether to trust the bank, take relief work and sign a union card, and the new laws change what each choice costs.
Six tables are merchant houses in real cities from Quanzhou to Cairo. They bargain face to face while their caravans cross the big screen, through the khans' wars, the Mongol peace and the 1340s.
The class is one country's economy. Businesses bargain with two worker tables over wages, and the central bank sets one interest rate to hold inflation near 2%.
Five tables are the organs of one teenager's body. Each table senses only its own numbers, so the Brain must tell the Skin to sweat and the class must talk to keep the body green.
Each table is a seed company. Students cross corn plants, read test plots, and promise the farms only what a Punnett square can prove while the valley dries up.
A space station crew moves cargo by hand down a tube where nothing has a motor. Every push moves both things, opposite ways, and nothing stops unless something pushes it.
Each table is a fire lookout station. Students turn camera readings into direction numbers, draw sight lines with a protractor, and send engines where three lines cross.
Drop your class into the situation. Students take the roles, make the calls, and talk through what happened when it's over.
When I was ten, my fifth-grade teacher Mrs. Tyranski taught us about taxation without representation with a game she called "The King's M&Ms." I never forgot how that felt. From that day I saw every classroom through that lens. The ones where we read the textbook out loud, and the ones where we were buying stock options on margin as we learned about the boom and bust of the 1920s. When I got my own classroom, I wanted every lesson to feel like the latter.
Simulations work because students read primary sources when they need information to win, not because it's assigned. They develop persuasion and strategic thinking because the game demands it. Drop students into a newsroom five days before a corporate takeover, and they're not studying media bias. They're living editorial choices, feeling sponsor pressure, discovering what gets left out of the story and why. Put them in charge of a watershed, and the tragedy of the commons stops being a vocabulary term and becomes something they did to each other.
Students are going to leave our schools and enter careers where they're negotiating, collaborating with people who want different things, making decisions with incomplete information. Most classrooms don't practice any of that. We teach content and hope the skills follow. These games flip that.
Every simulation is designed for a single class period but can be paused and resumed across multiple days, with a teacher dashboard that walks you through each phase step by step, real-time session management, and flexible role configurations for any class size. They're free, and they're ready to run.
In 2026, this project took first place in the Michigan Virtual EdTech Pitch Contest. The judges saw what Mrs. Tyranski knew all along: students learn more when they're inside the decision.
Persuasion, negotiation, evidence-based argument, strategic thinking - students practice these because the game requires it.
Every role comes with documents, data, or evidence that students have to analyze to make their case. They read it because they need it - not because it's a homework assignment.
Every game is built for one class period but can be paused and picked up the next day. Teacher guides include timing, scripts, and facilitation tips. Flexible role presets work for 12 students or 30.
Most unscriptED simulations fit in one class period of 60 minutes or less. A few run two or three periods, and each game page says how long. Any game can be paused and picked up the next day on the same computer.
No. Students open the site in any browser, type the room code you project, and enter a name. There is nothing to install, no login and no email address.
Grades 4 through 12. Each game lists its own grade range, and the catalog filters by elementary, middle school and high school.
In most games a small group plays each role, so the same game works for a small class or a full one. Add students to each role, not more roles.
Each game page lists the standards it targets, such as C3, NGSS, Common Core and AP. The subject pages group the games by course.
None on our servers. Student names and moves pass through to your browser and are not kept, and rooms expire after 24 hours. Details are on the privacy page.
Yes. Every simulation, teacher guide and printable is free for teachers. Fill out a short form to get your access code.
More questions are answered in how to run a classroom simulation. Last updated October 2026.
All classroom simulations and Social Classroom packs are completely free. Fill out a quick form and you'll get instant access to everything - the full game library, teacher guides, and session management tools.
Request Free AccessTakes 30 seconds. You'll receive your access code immediately.
Winner of the 2026 Michigan Virtual EdTech Pitch Contest.
96 simulations + 135 social media packs, all free
Timing, discussion questions, and facilitation tips for every game
Zero accounts, zero tracking. Students join with a room code and play.
One click turns any game into printable handouts - role dossiers, source packets, and vocab sheets. Get the reading off the screen while the app runs the votes. Print or save as PDF.
Social Classroom
Students role-play as historical figures or literary characters on a simulated social media feed. They post, comment, and react - in character - while the teacher moderates in real time.
It's a different format from the simulations: students write as a character instead of making decisions in a scenario.
Browse 135 packs across History and Literature - from Romeo & Juliet to the Constitutional Convention. Each pack includes 8-12 characters with descriptions and avatars.
Choose how characters get assigned - random, student picks, draft, or teacher-assigned. Students join with a room code and start posting as their character.
Send prompts, pause the feed, highlight great posts, or delete off-topic content. A built-in word filter catches common issues automatically.
Sample Packs
135 packs across 17 topics. Browse every pack and its characters →