
Five years later, I reflect on attending Ed Games Expo 2020. Thanks to informative notes, many pictures, and memorable experiences sharing some of it here is not as difficult as I initially thought.
An Eye-Opening Experience in Educational Technology
For those who do not know, the ED Games Expo was the annual showcase of groundbreaking educational technology innovations organized by the U.S. Department of Education. Equally important, this event brought together pioneers, entrepreneurs, and educators who were revolutionizing learning through interactive technologies, games, and immersive experiences.
We were honored to attend the ED Games Expo in 2020 and 2021 as recipients of an NIH SBIR Grant. Similarly,what an honor to be invited and to present some of our innovations. While 2021 was a virtual event, the in-person experiences of 2020 and 2023 left a lasting impact on our journey as innovators in EdTech.
The Magic of the Kennedy Center: Ed Games Expo 2020
The 2020 Ed Games Expo was an in-person event held at the stunning Kennedy Center for the Performing Arts in Washington, D.C. The atmosphere was almost electric, filled with passionate educators, developers, and policymakers eager to explore more than 100 educational learning games and platforms. Similarly, these cutting-edge tools provide educators and administrators with data-driven insights to enhance student learning.
As soon as we learned we would be presenting, our team worked tirelessly to assure our educational technology works flawlessly. We developed a shorter version of our ed tech innovation. We also created a compelling demo for End of Imperial. In addition, we hunted for bugs. We tested the game across devices (as we always do). We assured that our innovation will work both with internet and without internet access (if that becomes an issue).
In addition to pouring hours, weeks and months in creating our innovation, we invested time optimizing other items such as an updated website. We also crafted engaging flyers, stickers and other giveaways. Generally speaking, our goal was for attendees to walk away with an overall, memorable experience. It turned out, they did. The showcase itself covered diverse areas, including STEM, social studies, career readiness, special education, health, and more.
Fireside Chat: Wisdom from Industry Leaders
The night we flew in (cross country), there was a Fireside Chat with Women Got The Game and Pioneers (survivors) of learning games. In reality, both are fascinating topics. That chat featured industry veterans and pioneers in educational gaming. EA sponsored the event. The session itself included insights from Tammie Schrader, Kara Carpenter (Teachley), Mark DeLoura. Also: Tracy Fullerton, Alan Gershenfeld (E-Line Media), Devin Young (Classcraft), Maria Ortiz-Burns, Unity, and others.
Not to mention that some of the takeaways were powerful and aligned with our own (Indelible) approach to designing powerful learning experiences. Here are some memorable reminders:
- Teaching and learning should always be a joyous experience.
- Always.
- Technology allows us to speed up the transfer of information.
- Thus, use technology for good.
- In the creative process, everything is a choice, and every feature has trade-offs.
- How true that is! We experienced this in every single game we tried to create. What an incredible journey.
- Passionate and innovative projects thrive when stakeholders are aligned.
- That is very true. We can not bring meaningful societal change in isolation.
Networking: Meeting Innovators and Change makers
Networking is one of the greatest advantages of attending an in-person event. It gives us the chance to connect with other passionate entrepreneurs, innovators, researchers, and government officials dedicated to transforming education.
We engaged with experts in:
- Educational technology and game-based learning
- VR, AR, XR, and immersive learning
- University research and government-backed innovation programs
- EdTech accelerators and funding networks
Some other interactions that come to mind included discussions with Lucien Parsons (University of Maryland MAVRIC), Barbara DeHart, Rajesh Jha (SimInsights Inc.), Gino Fazio, Elizabeth Newbury, Sophia Moshasha, Russell Shilling, Josh Reynolds, Ed Metz (U.S. Department of Education, IES SBIR Grant program officer). These connections sparked great conversations and potential collaborations for the future. There were many many more.
We also loved engaging with students, teachers, parents and other attendees.
Meeting with one of the NSF program officers brought up important questions for every innovator:
What is innovative about your product?
I need to understand your innovation before I can support it.
What is technical risk?
How are you different from all other companies?
You need to understand what the market needs before you embark on the potentially long and painful road of innovation and entrepreneurship.
Our Presentation: Showcasing Indelible Learning’s Innovations
We were thrilled to present our projects, especially End of Imperial. End of Imperial is a groundbreaking interactive medical mystery that puts players in the role of an overworked detective called in the middle of the night to investigate the cause of a fatal car accident.
As players navigate the case, they interview key witnesses—first responders, medical professionals, forensic experts—each offering critical clues that piece together the truth.
From the moment we set up, the energy was electric. Students rushed to play, forming lines as one player handed off the case to the next, eager to unravel the mystery. It wasn’t just middle and high schoolers—college students, medical students, and even professors couldn’t resist diving in. They weren’t just playing a game; they were thinking like doctors, forensic scientists, and detectives, piecing together real-world medical and scientific evidence to crack the case.
Educators and experts were amazed at how deeply engaged players became—analyzing data, questioning witnesses, and drawing connections, all while honing critical thinking, problem-solving, and medical reasoning skills. Attendees asked thought-provoking questions, eager to understand how this level of engagement could be brought into their own classrooms.
Watching students and educators become fully immersed in the mystery, thinking, strategizing, and collaborating, reaffirmed everything we believe at Indelible Learning: learning should be immersive, challenging, and deeply rewarding. End of Imperial isn’t just a game—it’s an experience that transforms players into thinkers, investigators, and future professionals in medicine and science.
Looking Ahead: The Evolution of Educational Technology
Attending the ED Games Expo was more than just a showcase opportunity—it was an inspiration. It reinforced our commitment to innovation and problem-solving through game-based learning.
After the event, we were motivated to expand our impact beyond health education. This led to the additional investment and transformation of Election Lab, our interactive board game on the Electoral College, into a digital platform. This platform now empowers students to understand election strategies, data science, and civic engagement. And, in addition to all that, in the process of playing the game, they forget partisanship and are more civil to each other.
We observed that students thrive when learning is immersive, engaging, and relevant to real-world challenges. This insight continues to drive our mission at Indelible Learning, as we develop cutting-edge EdTech solutions that inspire and educate the next generation of learners.
Final Thoughts: A Call to Innovators
As my brief reflection on The Ed Games Expo 2020 comes to an end I realize: Ed Games Expo 2020 was one of the important moments in our edtech journey. Five years later, we remain steadfast in our belief that game-based learning has the power to revolutionize education. As we continue to push boundaries, we invite fellow innovators, educators, and policymakers to join us in shaping the future of learning.
As Steve Jobs once said:
“Innovation distinguishes between a leader and a follower.“
Let’s lead the way in making education more engaging, effective, and impactful for all.
Reflection on The Journey: A Heartfelt Thank You
Reflecting on this journey, we are deeply grateful for the opportunity to present our innovations at the Ed Games Expo 2020, 2021 and 2023 . We are also grateful to the educators, students, funders, and fellow innovators who have supported and challenged us along the way. These moments of connection, discovery, and inspiration remind us why we do this work.
As I reflect, I want to thank every student who has ever played our games, every teacher who has trusted our tools, and every collaborator who has believed in our vision. You are the reason we continue to push forward, imagining new ways to make learning meaningful, joyful, and transformative.
Here’s to the next five years of innovation, impact, and making a difference—together.
Dr. Jasminka Vukanovic-Criley MD, FACP, FHM is a multiple award-winning physician, internist, hospitalist, healthcare & education innovator & Associate Clinical Professor of Medicine at UCLA. She is a career mentor & advisor to numerous undergraduate, graduate & postgraduate students & faculty. As a researcher, Dr. Criley received awards from the National Institutes of Health & the U.S. Department of Education Her work focuses on creating research-driven #edtech games & digital media to improve health, civics, science education & promote healthy habits. Dr Criley is also a sought-after speaker & a founding Board member of Physician’s Weekly. She can be reached on X at @criley_md and at www.linkedin.com/in/jasminka-criley-md