/* Template Name: Site Home */ ?>
Celebrating, sharing, and extending
Alaska Native culture through games.
Polygon
Editor’s Choice
Awards E3 2014
Top 10
Family Friendly
Games E3 2014
A youth game design curriculum, platform and community used in over 7,000 schools and after school programs to make more than 500,000 youth-created games that have been played 15 million times in 100+ countries.
Learn history by leading
your civilization through history.
A game-based learning approach
to teaching world history.
Bringing Minecraft to classrooms
all over the world.
National youth game design competition
announced by President Obama to
motivate youth in science, technology,
engineering and math.
E-Line co-founded the ASU Center for
Games and Impact to investigate,
innovate, and cultivate game-infused
solutions to society’s biggest challenges.
E-Line’s consumer games are designed to fire the imagination, catalyze curiosity, and create gateways to new ideas, themes and interests through highly engaging entertainment experiences.
E-Line’s initial gateway focus is on sharing, celebrating and extending world cultures through digital games.
E-Line is in development on an NSF-funded platform for research-based youth brain games in partnership with Sesame Workshop and leading neuroscientists.
E-Line is in development on a USAID-funded youth civic engagement game platform to be piloted in Jordan in partnership with Nethope.
E-Line’s game-infused blended learning products are designed to enable pathways of learning from middle school through college and beyond.
E-Line’s initial pathway focus is on Creators and Innovators, a package that fosters 21st Century skills by tapping into the natural passion of youth to be creators of digital media.
In partnership with the ASU Center for Games and Impact, E-Line is developing a middle-school learning platform, Thrive, focused on cultivating dispositions, mentoring literacies and teaching domain knowledge across history, language arts, math, science and new literacies.
E-Line has also partnered with ASU and Intel to pilot using the Thrive learning platform to deliver professional development programs for teachers and digital literacy programs for women and girls in Africa.
E-Line combines "high-tech" products with "high-touch" services including blended learning programs, teacher professional development, youth competitions, and development and publishing services.
E-Line designs, implements and operates hands-on learning programs that combine online and blended learning courses, teacher professional development, live events, showcases and competitions.
E-Line helps foundations, government agencies, and academic organizations navigate the complex and constantly evolving game-based-learning ecosystem.
E-Line is dedicated to helping to raise the overall sector of impact games through innovative initiatives, partnerships and presentations.