Frequently Asked Questions
Answers to frequently asked questions about Social Cipher's SEL games and curriculum for neurodivergent youth ages 10-15.
- How much screen time does an Social Cipher require?
Social Cipher is designed to be used in structured, time-bound sessions.
Most schools use Social Cipher during:
• A portion of a class period
• SEL or advisory period
• Small-group session
• Designated intervention blocks
The game is flexible, so educators have full control over how long students play and where they stop. Most schools use the game for about 10-20 minutes per week spread across 1-2 sessions. The rest of each session (usually 30-45 minutes) is spent on unplugged activities from the curriculum that help students reflect on what they learned and carry those skills into the real world.
The “Play” column of the Scope and Sequence indicates which lessons have gameplay. - Is there an unplugged component?
Yes. Social Cipher is a comprehensive SEL solution that includes games, curriculum, and an educator dashboard. The game is where students practice social and emotional skills in a safe, judgment-free environment. The curriculum builds on what students experienced in the game, which helps them connect it to their own lives and real-world situations. Most schools see the strongest results when they use the game and curriculum 1-2 times per week. Each lesson includes 30-45 minutes of unplugged activities, with gameplay sessions of 10-15 minutes built into select lessons.
- Will it be hard for students who struggle with transitions to stop playing?
This is a very real concern that our game developers took seriously from the start.
Here’s how we ensure our games remain educational and engaging without becoming addictive or creating new challenges:
• No push notifications, streaks, or reward loops that pressure students to keep playing.
• Modules are broken into quests, which serve as natural stopping points.
• Students can save their progress and return later, so they do not feel pressured to “finish” in one session.
• During playtesting (which is conducted with neurodivergent students), we monitor for transition difficulties and make changes to the game as needed.
• The educator dashboard includes tools to lock/unlock modules and end the game remotely.
Unlike many games, Social Cipher is intentionally designed to be engaging without being habit-forming or dysregulating. Many educators report that students actually become more regulated over time and develop the language and confidence to express their needs before escalation. - How is Social Cipher different from just letting kids play games on a device?
Unlike recreational video games, Social Cipher is not designed for continuous play. Typical games prioritize retention and rely on reward loops, competition, and overstimulation.
Social Cipher is a structured intervention that:
• Provides research-based instructionIs based on CASEL competencies
• Uses guided decision-making rather than random gameplay
• Embeds real-life social scenarios and emotional challenges based on hundreds of interviews with kids, parents, and educators
• Combines gameplay with lesson plans and guided activities led by educators or facilitators
While playing Social Cipher, students practice self-advocacy, navigate social situations, make decisions, and reflect on outcomes. The dashboard tracks pre- and post-assessments, story choices, SEL competencies, and character conversations at both the whole-class and individual level, so educators can see exactly how students are thinking, where they need more support, and how their skills are developing over time. - Why use a game instead of traditional SEL methods?
Most traditional SEL instruction is designed without neurodivergent students in mind. It is often text-heavy, hard to relate to, or abstract. The lessons and activities tend to focus on giving the “right” response, which can unintentionally encourage masking rather than skill-building.
Social Cipher removes that pressure by meeting students where they are in a format they already engage with. Instead of asking students to give the “correct” answer, Social Cipher allows them to practice decision-making, see outcomes play out, and reflect on their experiences.
Aside from the game format, students are able to relate to the characters because they reflect real-life neurodiversity. Whether students are neurotypical, autistic, ADHD, or have other learning and thinking differences, they can see themselves reflected in the characters, which leads to a more relatable experience, honest responses, and stronger skill development that transfers beyond the lesson. - How do we know students are actually learning?
Social Cipher requires active decision-making and reflection rather than passive reading.
Students demonstrate learning through:
• The choices they make in the game
• Their ability to explain those choices
• Participation in the curriculum discussions and activities
• Observable behavior changes over time
Pre- and post-assessments throughout the game track student progress toward IEP and SEL goals, which provide actionable insights to guide next steps. The dashboard tracks story choices, SEL competencies, and character conversations at both the whole-class and individual level, so educators have concrete data along with observational data.Schools report improved emotional regulation, increased self-advocacy, and better peer interactions within just six weeks of implementing Social Cipher. - What keeps Social Cipher from becoming a “tech babysitter”?
Although Social Cipher is a low-prep game and curriculum, it must be facilitated by an educator, counselor, or parent for students to get the full impact.
Social Cipher is designed to support instruction by:
• Creating a shared experience educators can build on
• Encouraging discussion and reflection
• Supporting small-group, 1:1, and peer interactions
• Giving educators visibility into students’ thinking through the dashboard
• Providing data that can be used in meetings (IEP, MTSS, RTI, etc.)
Rather than replacing interaction, Social Cipher often increases meaningful engagement between students, peers, and educators. It gives structure to SEL instruction while still allowing educators to guide, adapt, and deepen the learning experience.
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Talk with us
We create social and emotional learning curriculum and games for students aged 10 -15. Our mission is to represent and empower youth of all neurotypes, increase their self advocacy skills, and build their self confidence.
Contact Us:
ahoy@socialcipher.com

We create social and emotional learning games for students aged 10 -15. Our mission is to represent and empower youth of all neurotypes, increase their self advocacy skills, and build their self confidence.
Contact Us:
ahoy@socialcipher.com

We create social and emotional learning games for students aged 10 -15. Our mission is to represent and empower youth of all neurotypes, increase their self advocacy skills, and build their self confidence.
Contact Us:
ahoy@socialcipher.com




