A breath between
the hard parts.
Calm breaks and social-emotional practice that sit inside the game, between the lesson's tasks — a walk in a real forest, role play on the skills that matter, a puzzle, a breath. Students tap and talk rather than type, and you see how the class is feeling.
On phones, tablets and Chromebooks. Players join with a room code — no accounts.
Four ways to slow the room down.
Nature Walk
A real photograph of a forest path, a garden or a lake fills the screen. A few lines ask the team to imagine they're really there — the cool air, the sounds, the light — then one slow breath together. Then they tap how they're feeling, an intention for the day, and what helps when a feeling gets big. Nothing to type, nothing right or wrong.
Role Play: Social-Emotional
Teams act out an everyday school moment to practise one skill — self-regulation, recognizing challenges, perseverance, relationships, self-awareness, self-confidence, or critical and creative thinking. Pause points stop the scene: what could they say next, how might someone feel, what's a better choice? A short talk closes it.
Puzzle Pieces
A calm breather between harder tasks: the team rebuilds a nature photograph, several hands dragging pieces at once, and the finished picture shows an encouraging line, a positive-thinking line or a Bible verse.
Cross-Body Breath
A guided calming stretch, a picture for each pose: legs crossed, wrists crossed, hands clasped to the chest, three slow breaths — then the other way for three more, with a ring that counts them.
Short, safe, and part of the lesson.
Two minutes, not a period
A breather sits between two harder tasks, so the class comes back to the lesson settled rather than losing the lesson to it.
Nothing to type
Every step is a tap, so a quiet student and a struggling writer take part the same as everyone else.
Feelings stay with you
What students tap goes to your screen and your report — not the projector, not other teams, not the parent summary.
A real place to imagine
Openly licensed photographs of real forests, gardens and lakes, credited on the screen — somewhere a student can picture standing.
Social-emotional learning, answered
Who sees what the students tap in a Nature Walk?
Only you. The class's feelings show on your Host page as they come in, and in the report after — never on the projector and never on another team's device. The summary written for parents and the class chat says a walk happened, not what anyone felt.
Are the feelings marked or graded?
No. A walk scores on taking part, never on which feeling a student taps, and it is left out of the grade. There are no wrong answers and nothing to type.
What do the Nature Walk's three waves ask?
First, ten feelings — half comfortable, half not — and a teammate can tap the same one, so a feeling can be shared. Then an intention: today I need to forgive someone, be kind to someone, be helpful to someone, say thank you to someone or show interest in someone. Then what helps when a feeling gets big: three slow breaths, asking for help, a break, counting to ten, talking to someone you trust, a stretch, a drink of water.
Does the role play ask students about their own lives?
No. The scenes are everyday school moments, and the questions are about the characters — what they could say, how they might feel, a better choice. Nothing asks a student to share something personal, and topics for a counsellor are kept out.
Does it fit a Christian school?
Yes. In a Bible or Christian Education class the role play can close with a verse that speaks to the skill, and Puzzle Pieces can reveal a Bible verse (King James Version, word for word).
How do I add one to a game?
The generator puts breathers between harder tasks on its own, or you can add any of them to a set yourself — a Nature Walk needs nothing but the scene you pick. A Nature Walk takes about two minutes.
Put a breath in the next game.
Make an account — your first three months of everything are free, no card needed. See every task type on the features page.