PilotEducational game · B2C / B2B
Captain Cognito
Know your feelings, grow your friendships, make your own choices.
Captain Cognito is a social-emotional learning game for children aged 5–14, in English and Turkish. Through comic-book stories, detective cases, card games and mini games, children learn to understand their feelings, stay calm, notice others, work together and make good choices — by playing.
Science inside Evidence-based social-emotional learning (SEL) competencies
- Age range
- Ages 5–14 (age bands: 5-6 · 7-8 · 9-10 · 11-12 · 13-14)
- Languages
- English and Turkish (interface and content)
- Availability
- Coming soon — in its pilot phase; preparations for release as a mobile app are under way

Screenshots
A closer look

Start the adventure, pick any game, or change your avatar. 
Create your own hero, from hairstyle to shoes. 
The story unfolds in comic panels, with a narrator caption for every scene. 
Every game from the story in one list — filter by power and replay. 
My Powers: see your growth in five powers compared with your own start. 
Dr. Sage explains the case and gives you three questions to solve. 
Choose a character from the scene and start asking. 
Ask the right questions and collect the clues. 
Master Detective: find what changes once the truth comes out. 
What to say? Pick the best words for a tough moment and drag them into the bubble. 
Feelings Poster: find out how everyone feels in each moment. 
Skateboard and Comfort: lively mini games inside the story.
About the product
Captain Cognito
In Captain Cognito, children create their own avatar and join a comic-book adventure set on an island. As the story unfolds, missions open up on the map: detective cases where they question witnesses and gather clues, Master Detective cases where they uncover the truth behind a misunderstanding, the “What to say?” card game where they find the right words and drag them into a speech bubble, the “What to do?” interactive comic where their choices change the story, ready-made song missions, and dozens of mini games woven into the story.
Every game practises at least one of the five social-emotional skills of the widely used CASEL framework. Children see these skills as five powers: Know Yourself, Stay Steady, Notice Others, Team Up and Choose Well. The gems they collect show their own growth on the “My Powers” map — without comparing them to other children.
Captain Cognito is developed by ThinkiPlay with the support of TÜBİTAK’s 1812 BİGG programme, by a team with an academic background in psychology.
Key features
What’s inside
- 01
A comic-book adventure
Story panels, a narrator bar, and missions that open up on an island map.
- 02
Detective and Master Detective
Question the characters, find the right questions and solve the case with Dr. Sage’s help; in “Spot the Difference”, discover what changes once the truth comes out.
- 03
“What to say?” card game
Pick the best words for a tough moment and drag them into the bubble; see how the character reacts to a wrong card and try again.
- 04
Dozens of mini games
Matching feelings, breathing, listening, helping, a skateboard race and more — each tied to a moment in the story.
- 05
My Powers map
Growth in all five powers on one screen; children are compared only with their own starting point and their own last week.
- 06
Pick a Game
Every game met in the story in one list; filter by power and replay any of them.
For parents
- Privacy comes first. Setup includes a parental gate; every feature that would send data off the device, such as leaderboards, asks for its own permission, and all permissions are off by default. Permissions can be withdrawn at any time.
- No date of birth, email, location or account. Age is entered by a parent, as an age band only.
- Prepared content, predictable experience. Detective questions and answers, the card game and song missions are written and reviewed in advance; in these games nothing the child types is sent to AI.
- No ads in the game. The current version shows no ads and does not collect advertising IDs.
- Parent area: From the parent area in Settings, parents can view a report of their child’s skill practice and erase all data on the device with one button.
For schools and counsellors
- “My Assignments” with a group code: A teacher or psychologist assigns games targeting specific skills to a group and gives the children a code. Once the code is entered, the assigned games open in a separate “My Assignments” section; the story and other games stay available. A code is not a login — no account is created and no personal information about the child is requested.
- Discussion questions: In school mode, the four main games end with three questions for a spoken class discussion: about the game, about the child’s own experience, and about what to do next.
- Built on CASEL: Every game is tagged with at least one of the five skills, so professionals can plan sessions around specific needs.
Want to join the pilot or learn more for your school? Get in touch.
Info for My School
Tell us a little about your school and what you need; our team will get back to you.
