How to Use Disaster Academy?
Three simple steps for game-based disaster education
Short walkthrough: 3-minute overview
Use the short video for a quick tour. For the latest flow—including class code and teacher panel—follow the steps on this page and the violet summary box below; the video may predate those features. You can still show it on a projector or in the staff room.
- Bilge — Grade level on first use; games and recommendations filter accordingly.
- Games — Game type and disaster filters; sample/demo packs where available.
- Progress — Mastery, calendar, class label and PDF summary; Bilge recommendations.
- Teacher panel — Class code, anonymous student join, class-level summary and report (details in the section right below).
Video is on the Disaster Academy YouTube channel. The UI and features evolve over time—if something (e.g. class code) is not in the video, rely on the written guide on this page.
Teacher panel: Class code and anonymous join
In the panel you generate a one-time class code and a private access key. You share the code with students; they join from the home page—no names or accounts required, each session gets an automatic anonymous alias. Gameplay data appears only in your panel, aggregated at class level for summaries and printable reports; no personal identifiers are collected.
Open teacher panelOn first use Bilge asks for the level; games filters and recommendations follow that choice.
- Primary / middle / high school
- Stored on this device
In Games, filter by game type and disaster type; pick what fits your lesson.
- Filters: grade, outcome, game type, disaster type
- Bilge badges: fast, strategy, psychosocial, reading-heavy
Progress gives mastery, review tips and a PDF class summary. For name-free, class-level tracking use the teacher panel + class code (violet section above).
- Progress: class label, PDF, Bilge's class message
- Panel: create code, students join from home, anonymous summary + report
Generate a class code and access key. Students join from the home page without names; data accumulates in your panel as anonymous class-level data only.
- Save the key or use browser save on this device
- Report and print from the panel; no personal data collected
Example lesson flows
These are not fixed rules—adjust timings to your class. Three patterns: front-of-class lesson, individual devices with progress tracking, and anonymous whole-class tracking with a class code.
40 min: Intro + game + discussion
Board / projector led, one game as anchor.
- 5 min: Short intro to the disaster concept
- 20 min: Play the chosen game together
- 10 min: Discuss prompts from the game
- 5 min: Bilge recommendations and class message
Club / workshop: Own pace
Individual devices; teacher uses Progress or teacher panel.
- Students try games on their devices
- Check challenging topics on Progress or in the teacher panel
- Next time, follow up on "review due" items
Class code: Anonymous whole-class tracking
No names—class-level summary only; needs teacher panel.
- Before class, create a code in the panel; save the access key
- Put the code on the board; students join from the home page
- As they play, the panel fills with anonymous list + class summary
- End of lesson or week: report / print view for sharing