White Paper: Transforming Education Through Interactive Advocacy Gaming

How Rebuilding Lives Equips Learners with Data-Driven Decision-Making for Social Change

Published by Dolphin Voyager, LLC


๐Ÿš€ Executive Summary

Dolphin Voyager, LLC is pioneering game-based learning for civic engagement, creating immersive, research-backed educational tools that address real-world social issues. Our flagship game, Rebuilding Lives: Finding a Place in the Sun, offers an interactive simulation that helps players understand houselessness and mental health while equipping them with policy awareness and advocacy skills.

๐ŸŽฏ Key Takeaways:

  • โœ… Demonstrates the effectiveness of interactive learning for social issues
  • โœ… Builds empathy & decision-making in real-world scenarios
  • โœ… Supports educators, policymakers & community leaders through research-backed learning tools

๐Ÿ“ข Free Canvas Course Available:
๐Ÿ”— Access Rebuilding Lives Free Course


๐Ÿ“Œ Introduction

Bridging the Gap Between Awareness and Action

Houselessness and mental health are complex societal challenges that require both systemic understanding and empathy. Traditional education fails to capture the real-world complexities of these issues, leaving learners without actionable knowledge.

Why Interactive Learning?

๐Ÿ“– Studies show that game-based learning improves: โœ” Knowledge retention through active participation (Batada et al., 2022)
โœ” Civic engagement by fostering prosocial behavior (Erreygers et al., 2019)
โœ” Real-world decision-making skills in simulated environments (Rubin et al., 2021)

Rebuilding Lives is designed to integrate these research-backed strategies, offering learners a transformative, immersive experience.


๐Ÿ“š Research Foundations

The Science Behind Empathy-Driven Learning

๐Ÿ” Research confirms that immersive storytelling significantly impacts learning:

๐Ÿ“– Batada et al. (2022): Data-driven models improve policy analysis & advocacy skills.
๐Ÿ“– Erreygers et al. (2019): Online platforms enhance youth prosocial behavior & civic responsibility.
๐Ÿ“– Kang et al. (2024): Embodied learning strategies improve conceptual understanding & emotional engagement.
๐Ÿ“– Kerr et al. (2020): Narrative-based coaching games enhance social responsibility & self-mastery.
๐Ÿ“– Rubin et al. (2021): Decision-making games influence real-world policy behaviors.

๐Ÿง  Rebuilding Lives applies these learning theories to create a game that teaches advocacy through interactive storytelling and real-world scenarios.


๐ŸŽฎ Game Design and Educational Objectives

How Rebuilding Lives Works

๐ŸŽญ Scenario-Based Storytelling โ€“ Players take on the real-world role of advocate and engage with policymakers and individuals facing houselessness and make critical decisions affecting communities.
๐Ÿ“Š Data-Driven Decision-Making โ€“ Players allocate resources across housing, mental health services & law enforcement, seeing how trade-offs shape community outcomes.
๐Ÿ‘ฅ Stakeholder Engagement โ€“ Players interact with government officials, nonprofits & grassroots organizations, balancing public opinion, funding, and advocacy efforts.

๐ŸŽฏ Goal: Equip learners with empathy-driven problem-solving to tackle real-world policy challenges.


๐Ÿ“ˆ Implementation & Accessibility

๐Ÿ“š Free Canvas Course for Educators

The Rebuilding Lives Canvas course offers: โœ” Lesson Plans โ€“ Aligned with civics, social studies & social justice curricula
โœ” Student Assessments โ€“ Evaluating advocacy skill development
โœ” Educator Resources โ€“ Supporting in-class discussions on houselessness, mental health & civic responsibility

๐Ÿ“ข Free Access:
๐Ÿ”— Explore Rebuilding Lives Free Course


๐ŸŒ Scalability & Impact

Who Can Use Rebuilding Lives?

๐Ÿซ High School & College Civics Courses โ€“ Teaching government & social justice
๐Ÿ“ข Community Advocacy Groups โ€“ Training future policy leaders & activists
๐Ÿ“Š Corporate Social Responsibility (CSR) Programs โ€“ Educating professionals on housing & mental health policies
๐ŸŒ Global Human Rights Education โ€“ Expanding game frameworks for international social issues

๐Ÿ“Œ Next Steps: โœ… Pilot Programs โ€“ Implement in schools & advocacy groups
โœ… NGO & Policy Partnerships โ€“ Expand real-world applications
โœ… Ongoing Research โ€“ Assess learning outcomes & engagement metrics

๐Ÿ“ Visit: ๐Ÿ”— DolphinVoyager.com
๐Ÿ“ Explore the Free Course: ๐Ÿ”— Canvas Course


๐Ÿ“– References

๐Ÿ“š Batada, A., Thomas, A. E., & Holtz, D. (2022). Utilizing a Data-to-Action Approach to Cultivate Policy Research and Advocacy Skills in Community-Engaged Health Promotion Courses. Pedagogy in Health Promotion, 8(3), 216-223.
๐Ÿ“š Erreygers, S., Pabian, S., & Vandebosch, H. (2019). Development and validation of a multidimensional instrument to measure adolescentsโ€™ online prosocial behavior. Computers in Human Behavior, 93, 238-247.
๐Ÿ“š Kang, S., Lu, M., Black, J. B., & Kim, S. (2024). Mindful Movements Matter: Differentiating Active Body Movements in Underprivileged Studentsโ€™ Learning of Physics Concepts. Research in Science & Technological Education.
๐Ÿ“š Kerr, C., Andrews, T., & Holt, P. (2020). Narrative Coaching and the Use of Self: A Coaching Board Game to Enhance Self-Mastery and Personal Transformation. International Journal of Evidence-Based Coaching and Mentoring, 18(2), 69-83.
๐Ÿ“š Rubin, O., Vandenberghe, R., & Chrรฉtien, L. (2021). In-Game as in Life: Linking Decision-Making to Real-World Behavior. Collabra: Psychology, 7(1), 28115.
๐Ÿ“š Dolphin Voyager. (2024). The Game. Retrieved from dolphinvoyager.com
๐Ÿ“š Canvas Commons. (2025). Rebuilding Lives Course. Retrieved from Canvas Free Course