Guide for teachers

How to Use Disaster Academy?

The classroom lesson: model, try together, go solo, report.

40-min lesson pack · 40 min

Today's lesson

Three steps: grade, target, Start lesson. Then tap in order.

  1. 1Model
  2. 2Try together
  3. 3Go solo
  4. 4Report
Date
19 August 2026
Grade band
Learning outcome
More
  1. 1. Interactive Board

    10 min

    You model; the class watches. Attention gathers; guidance is thickest here.

    Open on the projector. No personal scores.

    Open Interactive Board
  2. 2. Class vote

    10 min

    The class tries together. Students gain confidence before working alone.

    Interactive Board, tablet, or phone — it works smoothly on all three.

    Open vote
  3. 3. 8-min kid path

    8 min

    The same outcome, on their own. Guidance fades; they try alone.

    Story Map: short card tour, then the beginner story — on their devices.

    Open kid path
  4. 4. Report

    12 min

    Evidence on this outcome. Adjust next lesson’s guidance from here.

    Anonymous class summary. No names.

    Open report

Try at home: after the kid path, with an adult. The report counts it as a family step (declared). Do not write names.

The short check follows this lesson’s outcome; start and end use the same three boxes. When you tap Show, it opens on joined students’ screens. Share the QR or link for anyone who cannot see it. No names or email. Start-of-lesson short check End-of-lesson short check

One page for sharing (lesson + home sheet). Not a UN endorsement. One-page / print

Behaviour counterpart for this outcome

This is not the official curriculum; it is a behaviour counterpart. No claim of one-to-one mapping to the MEB 2025 story/game guide or AFAD Disaster-Ready School.

Choose a grade and outcome to see this lesson’s counterpart.

If there is no printer, this screen is the paper. Do not write names.

Short walkthrough: 3-minute overview

The video is a tour. The classroom lesson is the 40-min pack above (model → try together → go solo → report). Class code and the teacher panel live in the pack; if the video is older, follow this page.

  1. Bilge — Grade level on first use; games and recommendations filter accordingly.
  2. Games — Game type and disaster filters; sample/demo packs where available.
  3. Progress — Mastery, calendar, class label and PDF summary; Bilge recommendations.
  4. 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 panel
1Select grade level with Bilge

On first use Bilge asks for the level; games filters and recommendations follow that choice.

  • Primary / middle / high school
  • Stored on this device
2Pick an activity from Games

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
3Progress page or teacher panel

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
4Teacher panel: class code

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
Open teacher panel →

Other paths (catalogue, club)

The pack above is the classroom lesson. Games stay for teachers and lower-secondary / high school; club and class-code tracking are optional.

40 min: Interactive Board + vote + kid path + report

Choose the outcome first. Guidance fades step by step; the report measures learning on this outcome only.

  • 10 min: Interactive Board — you model, the class watches
  • 10 min: Class vote — anonymous try-together
  • 8 min: Kid path — same outcome, on their own
  • 12 min: Report — evidence on this outcome; adjust next lesson’s guidance

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 interactive 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