Intergalactic Education

Authentically engage your students with STEM

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September 1, 2020 Product Launch

After making numerous adjustments in game offerings, delivery model, and player experience from the feedback we received during testing, we launch our platform. To make games easier to access, math modules are now separate games. Importantly, they do not require installation on school computers and can instead be accessed via web browser or downloaded onto a mobile device.

To provide necessary relief during the pandemic and to make the games easy to adopt, we also make the games free for early adopters.

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June 17, 2019 We partner with Legends of Learning

Intergalactic Education partners with Legends of Learning, an alternative online educational platform with curriculum-aligned games in the vein of Space World. During this process, SpaceWorld undergoes design and content improvements, including the addition of five new math modules.

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September 1, 2018 Spaceball Release

Spaceball, a thrilling, high-octane soccer like game played in a zero gravity simulator, is released on Steam as an alpha version and downloaded 42,000 times. The game is an exciting vision of the possibilities in space and is part of our mission to inspire students to consider careers in the space economy!

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August 20, 2017 Testing Expansion

We join Excel Beyond the Bell, an afterschool program. The games are tested and used by participating schools. We gain traction with administrative officials and superintendents. Feedback is positive, and the team is excited to continue developing the games and expanding to other schools. Testing also exposes a number of flaws in the games and elucidates a multitude of adjustments to be made in game offerings, delivery model, and player experience.

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March 28, 2017 CEO Justin Park Presents at TedX

Suffolk University in Boston invites Justin to speak as part of a TEDx presentation on the “Economics of the Future.” Justin lays out his vision for the development of the space economy and shares his excitement to land the first woman on the moon. He introduces Intergalactic Education and Space World™, which was originally conceived as a macroeconomic simulation of how mankind will populate space.

Justin's formidable expertise in the subject matter leads him to focus on the potential layout of the space-age economy in markets such as asteroid mining and space tourism. His continuing education on the topic not only allows him to speak on current events, but to also project pathways into the future.

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August 6, 2016 Pilot School Testing

Content specialists from the Charles County (Maryland) Public School approve Space World’s pilot program for use in the classroom. Students are allowed for the first time to test the Space World™ pilot program while in school. Charles County Public Schools (Maryland) devotes an entire day of algebra classes at one middle school toward completing the day's curriculum using our product. This is an important step toward greater adoption by public school administrators who will be approached by Intergalactic Education to offer our games to clusters of schools.

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June 5, 2016 Intergalactic Education begins development

Intergalactic Education moves to DC to be closer to corporations, political bodies, and aerospace hubs, as well as to access its skilled workforce. We work on Spaceworld, a campaign game to colonize the cosmos, as well as the rocket games that you see as our products today. In addition, we create Spaceball, a thrilling, high-octane soccer like zero gravity simulator.

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January 22, 2016 Intergalactic Education is born

With my expertise in the space industry, I could see that the space economy was only going to grow. At the same time, gaps in education concerned me. WIthout the proper education, we wouldn't have the workforce the space economy would require. Conversations with my sister, a teacher in Iowa, strengthened my resolve to create an exciting STEM educational product for students that would also simplify the teacher experience.

For various reasons, students, especially minorities, are often not engaged in STEM and so their performance slips. This vicious downward spiral can have lasting consequences in their career and general success.

Who doesn't love rockets? With my expertise in creating video games and the space industry, I decided to create educational video games with the goal of engaging students, making them aware of careers in space, and improving their performance in STEM.

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About

60% of future jobs have not been created. Today's students need motivation and training for these jobs. Our games map to education standards, excite students, simplify grading, and reduce teacher and parent overwhelm.