Eleven interactive lessons on digital decisions and real-world skills. Twenty minutes each, nothing to install, no account to start. Free for your students permanently — not free for a trial period.
Four twenty-minute lessons and a scored Challenge, all live and all free. Open any one and go through it the way a student would — there is no preview mode to request and no form in front of it.
The mechanics of the internet nobody sits down and explains: what a post actually costs, who can really see it, and why a screenshot outlives the conversation it came from.
Reading what's happening between people online.
What you're handing over without noticing.
Being a person other people want online.
What a stranger learns about you first.
Printable, and it keys all 28 scenarios with the reasoning behind each one. A substitute can run the whole Challenge from it with no prep.
Same format, different ground. Eleven lessons across the three packs, each pack closing with a Challenge that pulls from every lesson in it. A student can do a single lesson and stop — the Challenge is there if you want the full unit.
Money, conflict, and reading a room. The things students are assumed to already know, and were never actually taught by anyone.
Spending as a decision, not a personality trait.
What you're actually arguing about.
Noticing before it becomes a conflict.
24 scenarios across all three lessons.
Printable, and it keys all 24 scenarios with the reasoning behind each one — including the exact wording for the nine where the best answer is something a student has to say out loud. A substitute can run the whole Challenge from it with no prep.
Four situations where doing more made it worse — and the mechanic behind why. Repetition, framing, audience, and timing: the forces that quietly remove your options.
When repetition looks like evidence.
How the search confirms what you already think.
Why the room changes what's possible.
What starting late actually costs.
Printable, and it keys all 24 scenarios with the reasoning behind each one. A substitute can run the whole Challenge from it with no prep.
There's no curriculum to adopt, no scope and sequence to fit into, and no account you need before you can look at anything.
Each one stands alone and covers one idea. Choose whichever fits what your class is dealing with this week — there's no required order.
Students click and start. No install, no class code needed to begin. It runs in a browser tab on a school Chromebook.
Optional. Create a roster and share its class code: students go to allgoodacademy.com/join and type it, and you'll see who finished. Skip it and students can still do everything — you just won't have the record.
None of this is needed to assign a lesson, but it explains the names you'll see. A GoodBlock is one lab. One complete, standalone interactive lesson a student finishes in a sitting — built on our own lesson engine rather than assembled from slides and a quiz.
Your students will see the word Lab in the interface, because that's the plain word for the thing they're doing. GoodBlock™ is what we call the format itself. Same object, two audiences. Nothing is a "course."
One interactive moment inside a lesson. A situation, a real choice, and Jodi explaining the mechanism behind whatever the student picked.
Five to seven Cases that build one idea. This is the unit you assign. Roughly twenty minutes. Your students call it a Lab.
Several GoodBlocks on a shared theme, closing with a scored Challenge that pulls from all of them. This is the unit, if you want a unit.
Every lesson is designed around one competency from the CASEL framework, and the Digital Decisions pack maps to ISTE Standards 2 and 3 for students. Here it is in plain language.
Each Challenge scores and reports these traits back to the student by name, so what a lesson is built to develop is the same thing it reports on.
This is the section a parent will ask you about. Short version: there is nothing here you'd have to defend.
Younger students get a recruit code instead of an account. It's the only thing tying their progress to them, and they write it down themselves. We never ask for a name, an email, or a birthday.
There are no ads in any lesson, no third-party ad tracking, and no arrangement where anyone pays to appear in front of your students. There's no version of this product where that changes.
Completion records exist so you can see who finished. We also record how the lesson itself went — which case a student reached, how long they were active, which options they picked — because that's how we find out which lessons work and fix the ones that don't. All of it is keyed to the same anonymous ID as their progress, never to a name or an email, and for under-13 Recruits there is no name or email on file at all. None of it is sold, licensed, or handed to a partner.
Not a trial, not a freemium tier that locks the best lessons. Students never pay for their own learning. If revenue comes, it comes from optional educator and administrator tools.
No. A student can open a lesson and work through the whole thing without signing in. We ask about saving progress at the end, once there's something worth saving. For completions to reach your Task Force, students go to allgoodacademy.com/join and type your class code — no account needed. Have them do it at the start of class, before the first lesson, and their work shows up on your roster.
Grades 6 through 12. Digital Decisions and Room to Think land hardest with middle schoolers; high school teachers mostly reach for Real World Ready. Younger students can do any of it with support. The content assumes a student who already has a phone and a group chat.
It runs in a browser with nothing to install. If your district filters aggressively, allgoodacademy.com on its own isn't enough — the lessons also load from gstatic.com and googleapis.com (sign-in and saved progress) and, on some Lab Pack pages, from cdnjs.cloudflare.com (icon fonts) and fonts.googleapis.com (type). Layout and icons now ship from allgoodacademy.com itself, so cdn.tailwindcss.com and unpkg.com are no longer in the list. If something's blocked, tell us what and we'll work around it — that feedback is genuinely useful to us.
About twenty minutes for most students. They can stop partway and pick it up later if they're signed in. There's no timer and nothing is penalized for taking longer.
Nothing is marked wrong. Every choice gets an explanation of what that choice actually sets in motion. Students aren't blocked from continuing, and there's no score on the lessons themselves. The Challenges are scored, because a capstone assessment is a different thing on purpose.
Yes, and please do. Open any lesson from the list above and go through it as a student would. There's no separate teacher preview mode — you'll see exactly what they see, which is arguably the more useful preview anyway.
Yes, for all three. Each teacher sheet is printable, keys every scenario with the reasoning behind the best answer, and a substitute can run the Challenge from it without prep: the Digital Decisions sheet (28 scenarios), the Real World Ready sheet (24), and the Room to Think sheet (24).
Yes. Every lesson is designed around one CASEL competency, and the Digital Decisions pack maps to ISTE Standards 2 and 3 for students — the table above is that mapping in plain language. If your department needs the full written documentation for a review, email learning@allgoodacademy.com and we'll get it to you.
Really free, permanently, for students. That's a product principle, not a launch promotion. If we ever charge, it'll be schools paying for administrator and educator tooling — never a student paying for access to their own learning.
Twenty minutes, no account, no sales call afterward. It'll tell you more than this page will.