The primary SEPA project is focused on pain, anxiety and stress, which are incidental to everyone?s daily life. For children and teens, learning how to navigate these challenges is critical to a healthy lifestyle, yet little is done to address this in school, placing students at risk. The SARS-CoV-2 (COVID-19) pandemic of 2020/2021 has created new stresses and anxieties. Our recent survey of student stressors carried out pre-pandemic and during-pandemic asked students about their stress, and also asked parent?s their perception of their children and teacher?s perception of their student?s. Among other things, students scored their stress about the health of others 62% higher than what the parents perceived the child?s level of concern to be. Similarly, students concern about their own health was 66% higher than their parent?s perception. These data indicate that children have far greater concern about the key health issues associated with the Covid-19 pandemic, not the least of them being anxiety over vaccination. Aspects of vaccine hesitancy harken back to fraudulent claims about the MMR vaccine, which continue to fuel anti-vaccination conspiracy theories. Science can be intimidating for many students and families, leading to mistrust. Limited schooling, misrepresentations in the media all contribute to the problem. While estimates vary, in some areas of the country 1/3 of the adult population is reluctant to take any COVID-19 vaccine. This leaves major parts of the US population vulnerable to dangerous, but preventable diseases. Our hypothesis is that narrative-based educational stories based on sound, fundamental scientific facts help to inform and inspire healthy behaviors for life. By embedding relevant facts in the narrative and interactive activities, they become integrated into the whole experience in ways that improve knowledge, retention of key concepts and shift attitudes. For this Administrative Supplement, we will increase confidence in the use of vaccines through the development of a tabletop board game, accompanying classroom curriculum, and student ambassador portfolio. Since the 2008 recession, the popularity of tabletop board games has been increasing, a further surge in popularity during the pandemic. Games are also well- established in education, and have a proven positive impact on academic performance. Our game will feature cooperative gameplay where players take on the role of vaccine scientists who must work together to save humanity from a global pandemic. Players model the real-life steps of vaccine development from pathogen, to human trials, manufacturing and distribution. Mirroring the real-life decisions, players must manage both monetary and time constraints, as well as weigh the pros and cons of various vaccine types, animal models, and modes of production and distribution to achieve FDA and WHO approval. And then, they will also face vaccine hesitancy, which will require new actions and solutions. Will players be able to stop the spread of the pathogen and save the world? In addition to the tabletop board game, curriculum will be developed for the classroom. Adapted modes of gameplay for simplified or more challenge will include learners at all levels.