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Social Studies

47 apps to play — grouped by age.

Ages 3–5 · Pre-K & K

Ages 6–8 · Grades 1–3

Social Studies

AgoPals

Ages 6–8 · Gr 1–3 Level 1

Long ago, people wrote on clay tablets and rode horses. A while ago, your grandparents wrote letters. Now, you video-call a cousin. AgoPals is a first, gentle idea of history: everyday things change over time, and events have an order. Sort them long ago / a while ago / now — then build the timeline. A tiny, deterministic history game, no internet. Ages 6–8.

Play AgoPals →

Social Studies

VotePals

Ages 6–8 · Gr 1–3 Level 1

The class votes on a recess game. Football wins the most votes — but the friends who use wheelchairs can’t play it. The parachute game got the fewest votes, and everyone can join. Which one is the fair rule? Counting hands is easy; the big idea is one step further — a fair rule looks after the kids who’d be left out. A tiny, deterministic voting game, no internet. Ages 6–8.

Play VotePals →

Social Studies

PassportPals

Ages 6–8 · Gr 1–3 Level 1

A visit passport for ages 6–8: earn a stamp for every quest you DO — find something older than your grandparent, ask a staff member a question, find the quietest room. Works at any museum, zoo, park, or right at home. On-device.

Play PassportPals →

Social studies / fair trade & economics

TradePals

Ages 6–8 · Gr 1–3 Level 2

A first deal-making game for ages 6–8: build a FAIR swap from chips — give a good you have to spare, get the good you're missing, and say what it's for. Barter the badger's Fair-o-meter shows if it helps BOTH islanders. Make all 5 deals! On-device, no accounts, no clock — the game rewards fair, not greedy.

Play TradePals →

Social Studies

CompassQuest

Age 8 · Gr 3 Level 1

Explore social studies with Faye — read a map with a compass, sort wants from needs, put events in time order, and check if a source is fact or opinion. C3, non-partisan, everything read aloud. Made for grade 3.

Play CompassQuest →

Ages 9–14 · Grades 4–8

Social Studies / Geography

TerraVoyage

Ages 9–11 · Gr 4–6 Level 1

Become a Clue Compass explorer — read a place’s environmental and cultural clues, name the continent, then track down the exact spot (the compass tells you how far and which way to look) — plus 16 world-geography kits.

Play TerraVoyage →

Social Studies — Geography

MapForge

Ages 10–12 · Gr 5–7 Level 3

Build worlds that obey real geography — predict which mountain slope becomes a desert, where a river flows downhill, and which biome a climate grows; see why a Mercator map fools your eyes; and practice geography, ecology, and economics across 16 kits. On-device, no accounts.

Play MapForge →

Social Studies / History

ChronoQuest

Ages 9–12 · Gr 4–7 Level 2

Set the Chrono Device and step into history — visit seven eras, build the timeline of the past, and practice world history from ancient rivers to the Moon landing across 16 kits.

Play ChronoQuest →

Social Studies / Archaeology

DigQuest

Ages 9–12 · Gr 4–7 Level 2

Excavate a stratified dig site and read the layers to date what you find, analyze artifacts by their features to reason out who made them and why, and explore ancient civilizations across 16 kits — with respect for the cultures who built them.

Play DigQuest →

Social Studies / World Cultures

OriginForge

Ages 9–12 · Gr 4–7 Level 3

Explore knowledge traditions from cultures worldwide — how Aboriginal Australians read the land with fire, how Pacific navigators crossed open ocean by the stars, how the Maya tracked Venus without a telescope. Browse the Traditions Explorer by region, match a real practice to the culture that developed it and the principle it encodes in the Knowledge-Match Challenge, and practice across 16 kits. Every culture holds wisdom — credited, respectful, and on-device.

Play OriginForge →

Social Studies

EraForge

Ages 9–13 · Gr 4–8 Level 4

Read history through what people wore and made. Date an era from a silhouette, trace a dye back to the plant that made it, decode what a woven pattern MEANT, follow a fabric down a trade route — then read a real portrait as evidence. 16 material-culture history & geography missions, respectful and source-first.

Play EraForge →

Social Studies / Urban Planning

CityForge

Ages 9–12 · Gr 4–7 Level 3

Design buildings that stand and plan fair, green city blocks — choose materials and columns so a building carries its load, and zone a neighborhood so families, shops, and parks make good neighbors. Plus 16 kits of architecture & urban-planning questions. On-device, no accounts.

Play CityForge →

Family History

RootsForge

Ages 9–13 · Gr 4–8 Level 3

A family history you gather yourself, for ages 9–14. Pick an interview question, ask a grandparent or a parent out loud, and write down what you learn — no recording, nothing leaves your device. Willow the storykeeper helps you build a family timeline and a printable family book that YOUR family owns. Diaspora-identity + a homeschool capstone; on-device, no accounts.

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Civics & Online Safety

CharterForge

Ages 9–13 · Gr 4–8 Level 3

Write the rules for a shared world so it actually lasts — cover the eight things every strong community needs, set fair step-by-step consequences, and learn to spot an unsafe approach. Ages 9–14.

Play CharterForge →

Digital Citizenship & Online Safety

LobbyQuest

Ages 9–12 · Gr 4–7 Level 3

Be the safety designer of a shared game room. Set the rules — how players talk, who can message whom, what the report button does — then run a synthetic crowd and see what your room lets through. Discover why the safest rooms drop open chat. Nothing here is real: no real players, no real chat, and nothing leaves your device.

Play LobbyQuest →

Civics & Social Studies

CivicForge

Ages 11–13 · Gr 6–8 Level 3

Run your town council — deliberate and vote on petitions, balance the budget, and learn how government works across 16 civics kits.

Play CivicForge →

Social Studies / Economics

MarketQuest

Ages 10–13 · Gr 5–8 Level 3

Set a price and watch supply, demand, and equilibrium respond; run market experiments to predict how events move prices; and practice economics, money, and business across 16 kits.

Play MarketQuest →

Consumer Economics & Systems Thinking

TycoonForge

Ages 10–13 · Gr 5–8 Level 3

Build a money-making machine, tune three dials, and watch it snowball — the same compounding maths behind savings and every idle game. Then step behind the counter with Cog the beaver: add a “pay to skip” button or a paid crate and watch fun fall as money rises. Discover why the best games don’t sell shortcuts. Deterministic and on-device; nothing leaves your device.

Play TycoonForge →

Social Studies / Entrepreneurship & Economics

VentureQuest

Ages 10–12 · Gr 5–7 Level 3

Run your first business: set a price and discover why charging more can mean fewer customers but bigger profit per sale, find your break-even point, and predict how a business decision will play out before you make it. Plus 16 kits of entrepreneurship, money, and economics questions. On-device, no accounts.

Play VentureQuest →

Social Studies · Civic Action Research

CauseQuest

Ages 9–13 · Gr 4–8 Level 4

Take on a real issue at your school or park with Kwesi & friends — frame it fairly, check your facts, plan a real first step, and report honestly. Non-partisan action research for tweens.

Play CauseQuest →

Consumer Literacy & Life Skills

LifeQuest

Ages 11–13 · Gr 6–8 Level 3

A consumer-literacy practice desk: compare the real price per unit, budget a first apartment, work out a tax refund, spot a scam’s red flags before you click, and rehearse a job interview — plus predict-before-you-calculate money labs and 16 concept rounds. On-device, no accounts.

Play LifeQuest →

Digital Citizenship

SafetyForge

Ages 9–12 · Gr 4–7 Level 2

Join the Digital Citizenship Academy: predict-and-learn online-safety missions, spot phishing red flags, guard your digital footprint, and practice 16 safety kits — every scenario made-up, nothing shaming.

Play SafetyForge →

Social Studies · life skills — presenting and launching a project you made (a launch card: name, pitch, what-it-is; entrepreneurship habits)

LaunchQuest

Ages 9–13 · Gr 4–8 Level 2

Made something? Give it a launch: a name, a one-line pitch (five to seven words), and a "what it is" — then keep it on your launch shelf. No upvotes, no rank, no streak. On-device; nothing leaves your device.

Play LaunchQuest →

Social Studies

SignalForge

Ages 11–13 · Gr 6–8 Level 4

Run a channel from the operator's chair: read the retention curve, A/B-test a thumbnail, and chase a learnable algorithm — while rage-bait and misinformation teach you (safely) why engagement-farming self-destructs. 16 statistics & media-literacy missions.

Play SignalForge →

Social Studies · Archaeology & history (reasoning from evidence: hypothesis, testing, uncertainty)

RelicForge

Ages 10–13 · Gr 5–8 Level 3

Be the archaeologist. A real 1,800-year-old Roman game stone survived — but nobody wrote down how it was played. Build a rule set from bricks, run the wear simulation, and see how plausibly your reconstruction fits the real worn lines. On-device — no account, no AI, no data leaves your device. Ages 9–14.

Play RelicForge →

Social studies / negotiation, fair trade & economics

HaggleQuest

Ages 9–13 · Gr 4–8 Level 5

The negotiation coach for ages 9–14: read the board, then predict the smartest deal — take a neighbour, use the cove (your safe fallback), or walk away. Zara grades every move on Gains, Fairness, and Manner, and teaches the two traps: never take a deal worse than the cove, and don't feed the player who's winning. On-device, no accounts, no clock.

Play HaggleQuest →

Social Studies

HeritageQuest

Ages 9–13 · Gr 4–8 Level 5

Become your family’s storykeeper. Interview a grandparent or elder with good questions, keep their answers as notes or a recording — all on your device — and assemble a printable family book. Together-primary, multilingual (more languages coming), nothing uploaded.

Play HeritageQuest →

Social Studies / World Cultures & Games

AtlasTales

Ages 9–13 · Gr 4–8 Level 3

An atlas of world board games for ages 9–14: play twelve living classics from around the world — Alquerque (the ancient ancestor of checkers), Brandubh (a Celtic siege game), Oware & Congkak (mancala sowing games from West Africa and Southeast Asia), Fanorona (Madagascar), the Royal Game of Ur and Senet (ancient dice-races), four Vietnamese folk games (Cờ Gánh, Cờ Chân Chó, Ô Ăn Quan and Cờ Cá Ngựa — a horse-race cousin of ludo) and Makruk (Thai chess) — against a level-pickable study bot or a friend, then learn where and when each one comes from. One engine, many boards; on-device, nothing leaves your device.

Play AtlasTales →

Ages 15–18 · Grades 9–12

Social Studies · life skills — planning a project launch (a ready-to-ship checklist, entrepreneurship habits)

ShipDojo

Ages 15–18 · Gr 9–12 Level 3

Get your project ready to ship: build a launch checklist from real steps (and your own), check them off, and reach a calm "ready to ship." No score, no streak. On-device; nothing leaves your device.

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Social Studies · life skills — gathering and organising test feedback on something you made (user-research habits, iteration)

BetaDojo

Ages 15–18 · Gr 9–12 Level 3

Someone tried your project? Capture it in three buckets — what worked, what confused, one thing to fix — so reactions become an action list. No score, no streak. On-device; nothing leaves your device.

Play BetaDojo →

Economics & Personal Finance

PlatformForge

Ages 15–18 · Gr 9–12 Level 5

Build a two-sided platform economy and follow the dollar (ages 15–18): set the take-rate, payout rate, and cash-out floor; a million simulated makers on a talent curve run for a year; predict, then read the honest ledger — creator share, the median maker, the top 1,000, and how few ever reach the floor. Deterministic; on-device; nothing leaves your device.

Play PlatformForge →

Social Studies · Redistricting & the Efficiency Gap

DistrictForge

Ages 15–18 · Gr 9–12 Level 4

The same votes, redrawn, can hand one side twice the seats. DistrictForge shows how winner-take-all districts turn a 55% vote into all 5 seats — or just 2 — depending on who draws the lines, through packing and cracking. Predict the seats, then measure the gerrymander with the efficiency gap argued before the Supreme Court. Non-partisan (Violet vs Orange), all exact, all on your device. Ages 15–18.

Play DistrictForge →

Social Studies

TideForge

Ages 15–18 · Gr 9–12 Level 5

A cap-and-trade climate trade game for ages 15–18: rebuild the coast of Gullwick, but every kiln you fire raises the shared Tide — cross the flood line and the outer coast washes out for everyone. Trade the capped kiln permits, weigh fast rebuilding against the rising water, and decide for yourself. Play three islanders or pass-and-play; a game about a dilemma, not a lesson with an answer. On-device, no accounts.

Play TideForge →

Social Studies

ProvenanceQuest

Ages 15–18 · Gr 9–12 Level 4

Who owns the past? For ages 15–18: trace a museum object’s chain of custody through real documents — a repatriation claim, a colonial-era return request, an object with a missing decade — and decide what a museum should do. Arguments on every side; you weigh the evidence. On-device; nothing leaves your device.

Play ProvenanceQuest →

Social Studies

ExhibitForge

Ages 15–18 · Gr 9–12 Level 4

Plan an exhibition, ages 15–18: pick a theme and objects within a budget, say the whole show in a 60-word big idea, light the fragile pieces so they survive the run — then defend your plan under questioning. The numbers must add up; the interpretation is yours. On-device.

Play ExhibitForge →

Social Studies · Civic Action Research

ActionQuest

Ages 15–18 · Gr 9–12 Level 5

Take on a real issue in your community — frame it, research it fairly, map who’s affected, design a feasible plan, then defend it to a panel. Honest, non-partisan action research. For teens.

Play ActionQuest →

Personal Finance

AidForge

Ages 15–18 · Gr 9–12 Level 5

Decode a college award letter like an accountant — loans are not aid. Read the real price. For teens.

Play AidForge →

Social Studies / History

ArchiveQuest

Ages 15–18 · Gr 9–12 Level 5

Read a primary source, predict what it can (and can’t) tell us, then the bench reveals the historian’s sourcing analysis. HIPP, corroboration, causation & DBQ skills for teens.

Play ArchiveQuest →

Social Studies · Civics & Ballot Literacy (your first vote)

BallotQuest

Ages 15–18 · Gr 9–12 Level 5

Get ready for your first vote by reading the ballot itself: mark a synthetic sample ballot, decode each measure’s plain-language summary against its fiscal note, practise lateral reading on a made-up claim, and learn your state’s registration rules. Non-partisan by construction — no real candidates or measures. Ages 15–18. On-device, no data leaves your device.

Play BallotQuest →

Social Studies · Capstone Inquiry

CapstoneForge

Ages 15–18 · Gr 9–12 Level 5

Run a real capstone from driving question to oral defence — scope it, source it, build it, document how you worked, then defend it. Honest, AI-resilient inquiry. For teens.

Play CapstoneForge →

Knowledge Commons & Open Science

CommonForge

Ages 15–18 · Gr 9–12 Level 5

Who owns knowledge? Read a licence, weigh open vs closed, and ask whether a claim can be checked. The civics of the commons that built modern science. For teens.

Play CommonForge →

Social Studies · Governance & Simulation

CommonsForge

Ages 15–18 · Gr 9–12 Level 5

Design the rules of a shared-resource community — then watch them work or break. For teens: give a village hidden appetites, set a quota, enforcement, penalties and a stewardship reward, run a season, and see the commons sustain or collapse (and a proxy metric beat the real goal). Computed on-device; nothing leaves your device.

Play CommonsForge →

Social Studies

FirstJobQuest

Ages 15–18 · Gr 9–12 Level 5

The paperwork of your first job, made clear: predict your take-home pay then reveal the real stub, fill a W-4 and watch your paycheck move, and practice spotting a rental red flag, a good interview answer, and a job scam. Illustrative, on-device — nothing leaves your device.

Play FirstJobQuest →

Personal Finance

LedgerQuest

Ages 15–18 · Gr 9–12 Level 5

Make real money decisions in a risk-free sim — then check what you know with 16 kits. For teens.

Play LedgerQuest →

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