Making learning easy, accessible, and fun

All learning starts with play, and that's why we believe games and other technology can be powerful teaching tools.

EdPlay is a consulting company that brings media tools and games into a classroom environment. We are an adaptable company that wants to help educators and developers implement curricula in classrooms around games and digital technologies.

We work with teachers to create and refine custom-built lesson plans that make teaching easy and engaging for students. We work with developers to package games, software or hardware for classroom use. We also have a stock of our own pre-built, thoroughly tested plans. These are easy to implement even for first-time users, usable year after year, and come with clear standards for evaluation that note applicable core competencies.

Our consulting services help teachers, schools and developers personally run any project smoothly, both in and out of the classroom


What we offer



We've taught with a wide range of games - physical and digital, easy and hard.  We've taught with STEM and STEAM technologies. We know what a good lesson looks like and how to get students involved in systems and design thinking. 


We don't believe all lessons are "one-size fits all." Classrooms and educators have diverse needs and when you work with us, we'll try to match you with the right technologies. We have experience in grade school, high school, and adult classrooms, and we cover a wide range of subject areas. 

We also take the technology to the classrooms. We understand how technology can be packaged into lessons that resonate with students long after they've finished. 


Classroom time is precious, and that's why we match every lesson plan to core competencies and curriculum standards. Our guiding principle is "backwards design;" we state what students need first, then build our plans around them. 


Here's a challenge we face all the time. Our students have lots of fun while playing in class...but are they actually learning? (Short answer: absolutely!) Every one of our products comes with a built-in assessment strategy, so you can see for yourself if students are learning while they play.

For game makers and technology developers we can test and provide rich feedback on the play and purpose of their game or product as a classroom tool, creating content and competencies that guide educators in the execution.

We do STEAM and STEM curriculum development that expands beyond the traditional focus of mathematics and science.  

Our Consulting Options


What we offer

Consultations for development of curriculum for games or digital technologies in the classroom; singular and department/school lease

Personal implementation of plans with core competencies, rubrics and assessments included

Consultation on material development, beta testing and feedback for all developers

For developers, we take ideas and help transform them into classroom realities through redesign, trademarking, e-commerce, licensing and manufacturing. We can meet most needs from the sketch pad to the commercial market.




Quote available on request

We offer our services for multiple classes and departments for a term or more. We also offer our services for game and technology packaging and beta classroom testing. Pricing varies depending on number of classes and level of involvement.






Here is what we are doing at EdPlay…

Check out our most recent project and article. Tarsiers Goggles in virtual reality gave students a taste of what learning is like in three dimensions.

Traditional education is a two dimensional vertical wall between the subject and the student. However, when it is flipped on its side it becomes a horizontal wall, part of their landscape, and it blends into their whole experience 

 Experiential learning requires no translation. It’s absorbed through all senses which are engaged. Read more here.

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EdPlay has redesigned and marketed a board game for elementary age children that focuses on valuable lessons about safety, social skills and making good choices. Players roll dice, answer questions, earn tokens and move along the board from start to finish. The four categories open discussions (with the guidance of a game leader) about safety, manners, health and social situations. It’s a simple way to begin important conversations to ensure that every child always has a game plan. Check out “The Game Plan Game” now available on Amazon and through the website


 EdPlay developed STEAM and STEM curriculum with, a company that has created a portable 3D printer with an entire eco-system. The STEAM/STEM handbook includes lessons, skills for planning, production and assembly, scaling, structures and texture, electronics and programming and most important, teamwork and collaboration can be executed in your classrooms. 

EdPlay is currently working on a project, Dangerous Decibels, with a team including Creare and Strangeheart that focuses on a healthy hearing app that encourages children to understand how important their hearing is and how to protect it.

EdPlay is working with the Climate Institute on creating environmental challenge games. These are real time challenges with potential solutions encouraging young people to think critically and seriously about the environmental struggles we are facing.

 Here are Some more examples from our classrooms...


Using Pokemon Go (or any geolocation-based game), students record local sites that others in their community have deemed important or interesting. The students consider why these sites may have been labeled as interesting or important, communicate their ideas, and provide peer feedback on these ideas. Students end with a reflection prompt and propose new sites that could be included in the game.


Civilization and Empire: The Business of Running Empires

This is a great example of what the process and outcome can be when games and research are combined. This project and game lends itself to endless possibilities and specific core curriculum needs.

CivilizationsSid Meier's CivilizationsWorld History


Monumental Minecraft

This was a research and design project based on the idea of symbolism in cultures. Students researched symbolic designs and created their own buildings, accompanied by a research paper analyzing monumental architecture and its place in human societies. This lends itself to many variations and goals, including this first variation below:

*After students designed their buildings, we buried them and the task of uncovering the buildings, their history and meanings went to an Anthropology class for their Archaeology unit.


All our lessons incorporate elements of modeling, design, architectureanthropologysciencephysicsmathematics, language and more.