Indelible Learning

Igniting a passion for learning

About Us

We build elements of 21st-Century Learning into everything we make.



Working well in teams also means knowing how to build them.



Sometimes the solution isn't found at the back of the book.

Diogenes Lantern

Critical Thinking

Consider the source, and when possible, verify it for yourself.



Knowing the answer isn't enough. To succeed, you need to convince others.



Problems in real life don't come in one convenient category.

  • We make immersive, interactive programs and games for science, health and social studies.
  • Our goal is to engage all learners, including gifted.
  • Our talent is making complex topics easy to understand.
  • We use technology where appropriate to create innovative, immersive, and interdisciplinary lessons.
  • Yet wherever possible, we give students the experience of working on real-world problems using actual data.
  • These scenarios have in common a compelling narrative, placing students in the role of a professional with a consequential decision to make.

The result is learning that is interesting, challenging, and memorable.

Ambulance entrance to a hospital

Sleep Mystery

Coming in 2019. An interactive game based on an actual homicide investigation.

In this web-based game, players will put into action 21-century learning skills as they work to solve a real medical mystery.

Sleep is becoming a public health crisis

Adolescents are chronically sleep deprived: 70% sleep less than the required 9 hours.

Inadequate sleep impairs academic performance: high schools that have shifted their start times later in the morning have seen grades and test scores go up.

Drowsy driving is just as dangerous as drunk driving: high schools with later start times have reduced traffic fatalities.

Long-term health consequences: heart disease, stroke, diabetes, hypertension, mental disorders, and cancer are all linked to inadequate sleep or poor sleep quality.

Prescription drug abuse is rising

Drug- and alcohol-induced deaths, U.S. 1999-2015

Both are the setting for this game

Sleep Mystery starts with the 911 call as it arrives to the dispatch center. A 50-year-old man was found in his bedroom not breathing. Paramedics are sent to the home, and the mystery begins.

This highly innovative game

  • combines the topics of substance abuse and sleep: student drug use and inadequate sleep are highly correlated;
  • presents a compelling story that engages students immediately;
  • imparts lasting lessons on personal and community health through participation in hands-on, intense, real-world scenarios;
  • helps students see the role they personally play in forming their own health habits that impact chronic and acute disease;
  • allows students to play several roles from homicide detectives to medical subspecialists;
  • uses STEM tools to solve the mystery, using actual clinical and forensic data.

Election Lab

Learn how a campaign wins the U.S. presidency.

Visit Election Lab



An Expert's Point of View

Electoral College: STEM meets Civics is a web-based interactive program that elucidates the convoluted, indirect method we use to elect our President.

For students who are too young to vote, living in states that both major presidential campaigns ignore, civic engagement becomes a challenge.

This program flips the roles of voter and candidate, by giving the student the job of the campaign manager, with the task of finding a winning combination of states to become President.

Cognitive Bias

The Role of Cognitive Bias

Through this exercise students make several surprising discoveries:

  1. Maps of the election are visually misleading.
  2. A handful of swing states determine the winner.
  3. Most adults have a poor understanding of the probable outcomes in a presidential election.


US Map

Swing-state Combinations

Analysis of the Electoral College is aided by the mathematics of combinations, which systematically reveal outcomes for all scenarios.

Students arrive at the strategy of focusing on the handful of swing states (while ignoring the rest) as a natural result of the rules of our electoral system.

This cross-disciplinary approach to teaching the Electoral College uses math, but has been designed for non-mathematics teachers of social studies, history, and government, and will work with existing educational technology infrastructure.

Crater Maker

How Craters can be used as a clock — as a Planetary Geologist would use them

Craters on Earth

There are hardly any craters here...

Craters on the Moon

...but the moon is covered with them.

Find out why

The Earth, its Moon, and other planets have wildly different crater patterns. Use Crater Maker to simluate these environments.

Hands-on Science Labs

Students walk in the shoes of professionals.

Our innovative programs present real-life scenarios that require 21st-century skills to solve authentic problems.

Light and Color

How hot, how fast, and how old


From DNA to the stars

Space Exploration Failures

Engineering and 3 human errors

Volcanoes & Magnets

Why we need both to survive

Bomber Gap

Extrapolation driven by fear

Crater Maker

How craters are used as a clock

Serious STEM Games

Games are serious business! Players can work through complex, real-life scenarios that would be too expensive, or too dangerous, to try in real life.

  • 1812

    The first serious game

    Designed to train army officers of 19th-century Prussia, Kriegsspiel was a tabletop simulation of battle.

  • 1929

    Link Trainer

    The American flight simulator allowed student pilots to become familiar with instruments and navigation without crashing.

  • 1960

    Resusci Anne

    Mouth-to-mouth resuscitation, followed by CPR, were important first-aid skills that could be practiced on this mannequin. Millions learned how to save lives on this trainer.

  • 1960

    Neutral Buoyancy Simulator

    Astronauts could experience the effects of weightlessness in this giant water tank, and practice techniques that would later be used in spacewalks.

  • Games

Contact Us

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