For Schools

Agents of Discovery (AoD) immerses students into the work of scientists and engineers through personalized, hands-on, real-world experiences. Our products are designed by teachers and life, physical, earth, and space science experts alike, all accessible from your mobile device. Educators can now create augmented reality experiences for their students, in or out of the classroom, to seamlessly link informal and formal science learning. AoD puts the teacher into the role of MAKER….

Making your own augmented-reality game (Mission) and embedding it in your existing STEM (science, technology, engineering and math) program Learn More

Making your own augmented reality games (Missions) places educational design at your fingertips. Embedding Missions into lesson plans can make learning straightforward, fast, and - most importantly - fun. Customization of the game can positively reinforce learning and empower students to connect with their surroundings. And don’t worry - as you put your Mission together, we’re with you the whole way. We have online, chat, and phone support, as well as webinars and a community of educators.

Accessing NGSS-Aligned, three-dimensional, pre-packaged challenges from our library, content from the Encyclopedia of Life, and other authoritative science content partners Learn More

Access to our pre-packaged, curriculum aligned Challenges makes lessons easy! We provide NGSS-Aligned Challenges from our Learning Content Management System ("Library"), as well as content from Harvard’s Encyclopedia of Life and other authoritative science partners. With hundreds of NGSS-aligned challenges for K-8, our library allows you to search for challenges by Performance Expectation (PE), Disciplinary Core Ideas (DCI), Science and Engineering Practices (SEP), Cross-Cutting Concepts (CCC), Grade, or any combination thereof.

Kids moving to learn in and out of the classroom, practicing 21st-century learning skills to achieve Missions Learn More

Kids moving to learn in and out of the classroom has many benefits. Through exploration, inquiry, and discussion, this platform creates a catalyst for critical thinking and evidence-based decision making that will get you moving! The game begins where most students focus their free time, in the virtual world, with an end goal of getting kids outside. Augmented reality bridges the virtual and physical worlds, so that science can be taught within the context of a specific community and 21st-century learning skills can be honed. Since students can also be content creators, they can embrace a creative role in their own active learning.

Evaluating student performance and the effectiveness of your Missions Learn More

Evaluating student performance is made possible through the Mission Maker! The Mission Maker assess an individual’s performance, including how many attempts were made to solve each Challenge. Embedded, technology-enhanced formative assessment opportunities are also provided. You can use results to evaluate the overall effectiveness of your Mission as well as student achievement.

Revising your approach based on data, analytics, and the Agents of Discovery community Learn More

Rewarding students for completing Missions through real-life and digital rewards supports student achievement. Agents of Discovery has partnered with the Encyclopedia of Life to provide a teacher’s choice of species trait cards. These cards, created by scientists at Harvard University, focus on different species themes and provide fun and educational incentives. It is a best practice to reward learning! For more information about how your district, school, or class can utilize this innovative platform, contact PAM (our Personal Administrative Mole).

Agents of Discovery eases the transition into the NGSS framework through an educational, interactive Augmented Reality (AR) mobile gaming platform, designed with community-based learning in mind. AoD promotes three-dimensional learning, as reflected in the integration of the Science and Engineering Practices (SEP), Disciplinary Core Ideas (DCI), and Cross-Cutting Concepts (CCC).

For further questions, contact us at

Student Wellness: We’re Here to Help

We are committed to education innovation and strongly believe that learning can move beyond the classroom to enhance overall wellness.

The problem: One in three American children are overweight (American Heart Association, 2014).
How we can help: Research conducted with a popular mobile game indicated an increase in physical activity of over 25% for users over a one month period (Althoff et al., 2016).

The problem: Children in the UK spend half as much time outdoors as their parents (The National Trust, 2012) - leading to negative health effects associated with Nature Deficit Disorder.
How we can help: By combining “green time” with “screen time,” the Agents of Discovery game gives kids the tools to engage with and move in their natural surroundings.

The problem: Studies show that upwards of 40% of American students are disengaged from school (Center on Education Policy, 2013), this includes school-lead physical activity.
How we can help: Screen time for children has also risen by 40% in the last decade (The National Trust, 2012), so the Agents of Discovery game is bridging the educational gap and gets kids moving.

The problem: Currently, one in six Americans will experience depression in their lifetime (American Psychiatric Association, 2017).
How we can help: Research conducted by Bratman et al. (2015) found evidence to support that spending time in nature can produce positive psychological effects, such as reducing certain attributes commonly linked to depression.

The problem: A lack of time spent outdoors is leading to what many experts are calling “Nature Deficit Disorder,” correlating with an increase in behavioural and emotional problems for children (Charles; Louv, 2009).
How we can help: The Agents of Discovery game can send kids back into nature!

The problem: Children are increasingly struggling with attention skills, and 5% of American school-aged kids are diagnosed with ADHD (American Psychiatric Association, 2015).
How we can help: Studies show that cognitive flexibility and executive functioning (the control to select and manage processes such as memory, attention, and planning) can be improved through gaming (Eichenbaum; Bavelier; Green, 2014).

The problem: Success in future professions requires more than just memorizing information, our future leaders must also be innovative.
How we can help: Walking outside can improve creativity. There is a rich history of artists and writers who have praised the benefits of walking, and recent research supports these claims (Oppezzo and Schwartz, 2014).

Because playing Agents of Discovery pairs educational Challenges with a type of gaming that enhances both memory and attention skills, we also consider ourselves an ideal candidate for assisted learning programs. Tailored mobile gaming has the potential to accommodate impairments and to facilitate unique learning needs, as well as improve cognitive skills of the average student.

The problem: Autism Spectrum Disorder is usually first diagnosed in children (American Psychiatric Association, 2016), but there aren’t always the appropriate assisted learning tools available for teachers when working with these students.
How we can help: A project undertaken with special education groups using mobile games that involve exploration, association, and puzzles demonstrated how, when these games were used, the cognitive skills necessary for acquiring knowledge and the abilities in core academic areas were improved (Fernández-López et al. 2012).

The problem: An estimated 15 to 20 percent of Americans struggle to learn to read, and their difficulties with phonemic awareness can cause problems (American Psychological Association, 2014). More precisely, an estimated 13 to 14 percent of school-aged children suffer from dyslexia (International Dyslexia Association).
How we can help:A groundbreaking study in 2003 showed that video games help children with dyslexia learn to read and write (Temple et al., 2003). Another study in 2013 found that that video games improved attention abilities in dyslexic people, translating into better reading skills (Franceschini et al., 2013).