IES Blog

Institute of Education Sciences

Inspiring Girls to Pursue STEM careers with the Dear Smart Girl Career Exploration Platform

The Department of Education’s Small Business Innovation Research Program (SBIR), which IES administers, funds the research, development, and evaluation of new, commercially viable education technology products. In this guest blog, Abi Olukeye of Smart Girl HQ discusses the inspiration behind her recently completed SBIR project, Dear Smart Girl, and the importance of helping girls envision themselves in STEM Careers.

What is Dear Smart Girl?

Our Dear Smart Girl platform is a learning experience that combines online interactive game-based learning curriculum with offline engaging activity kits and personalized STEM learning recommendations to enable elementary-aged girls achieve STEM career literacy by age 12. Our Dear Smart Girl platform is the only STEM career education platform on the market with an ecosystem of products with a research-driven design featuring age-appropriate, experienced-based informal learning content designed to facilitate STEM discovery, self-efficacy, and fluency for young female-identifying learners.

Through our Dear Smart Girl digital platform, we transform the way girls perceive and engage in STEM learning pathways by providing an innovative multi-stage learning experience.

Learning begins in the whimsical town of Ingenia, where learners are immersed into a digital world that is designed to capture aesthetics and themes that resonate with female-identifying students. Learners begin by selecting a storyline, each of which is associated with a STEM career and features a project-based problem-solving activity. Along the way, students gain new vocabulary and fluency with the subject area being exposed to them. In stage two, learners take their new skills offline and work to complete the real-life version of their game project using our complementary Dear Smart Girl project kit. These two stages of learning combine powerfully to strategically introduce, challenge, and engage young girls in STEM career exploration that builds their confidence and literacy in STEM pathways.

What inspired you to create the Dear Smart Girl platform?

The idea was born out of personal need. I started observing that at about age 3 my daughters were often describing toys and activities as either “boy things” or “girl things.” I was really stunned to see how early biases develop and felt strongly about finding ways to balance out their views. My first instincts were to find more toys and activities that would appeal to them and activities that would expose them broadly. And I fully anticipated that a quick internet search would surface plenty of options. I was so wrong. Not only were there limited options, most of what I found did not appeal to my daughters in terms of type of activity and aesthetics.

Reflecting on my own experience as someone who has a STEM degree and was, at the time, working at a global manufacturing firm leading technical projects, I decided to dive into the research about girls and STEM. I discovered that although women participate equally in the labor force, they only make up 28% of the STEM workforce. In addition, early adolescence tends to be when girls lean away from STEM at a higher rate than their male peers. That inspired me to work with other talented and passionate people to build products and facilitate experiences and help young female-identifying learning achieve STEM career literacy by age 12.

What are the types of STEM careers featured in Dear Smart Girl and why did you choose them?

Our pilot career module is an electrical engineering module, but over the course of the next two years, we are working to add five more game modules featuring chemical science, mechanical engineering, biology, software development and product designer careers. We select careers based on science standards being taught in 4th–7th grade. Our goal is to take topical themes and relate them to their real-world applications while also putting them in the context of the career domains that features the scientific concept and related skills. We also working to align to the National Career Clusters framework, which supports Career Technical Education (CTE) programs. 

What elements of Dear Smart Girl are uniquely tailored to female-identifying students?

We tailor our product to help sustain interest in STEM Career pathways in the following ways.

  • We are intentional about selecting and mapping careers in ways that show real-world relevance. Anecdotally, we find that when learners are excited about what they are building, they are more engaged and motivated to learn the skills needed to accomplish their goal.
  • We optimize our projects to create an experience that is a perfect blend of learning a new technical skill and creative design. According to Microsoft research on closing the STEM gap, 91% of girls describe themselves as creatives. When girls learn about how real-world STEM jobs can be used to help the world, their perception of the creativity and positive impact of STEM careers can more than double.
  • We use beautiful illustrations, colors, and imagery to creative engaging worlds and digital environment rich with representation for diverse female-identifying students.

What advice can you give technology developers who focus on female-identifying students?
For developers working on products designed for female-identifying students, I recommend a collaborative development approach. We co-create every career module we work on with students to get feedback early and often. While it is easy to fall for stereotypical storylines, female-identifying students have diverse needs, interests, and learning styles that should be celebrated with well-designed learning platforms.

What are the next steps for Dear Smart Girl?

We are so excited to have been recently award a phase 2 award to expand and commercialize our career exploration modules. Over next two years, we will develop and launch five additional career modules, expand educator tools, build in extension activities, and launch to CTE programs across the country.


Abi Olukeye is the founder and CEO of Smart Girl HQ, a company dedicated to closing the gender gap for females in the STEM pipeline by increasing the number of positive experiences young girls have with STEM early in their learning journey. Her vision is to create an ecosystem of products that when used together are a powerful catalyst for sustaining long-term engagement in STEM for young girls. Her work has been supported by National Science Foundation and the Department of Education through Small Business Innovation Research (SBIR) Awards, the NC Idea Foundation, and the Vela Education Fund. Abi is the chair of the board of CSEdResearch.org and a past member of the Computer Science K12 Standards Committee for North Carolina. She holds a bachelor’s degree in computer science from Virginia Tech and MBA from Indiana University. She and her husband live in Charlotte, NC and have two young daughters who greatly inspire her work.

This blog was produced by Katina Stapleton (Katina.Stapleton@ed.gov), co-chair of the IES Diversity Council.

Innovating Math Education: Highlights from IES Learning Acceleration Challenges

A teacher and students work on math problems on a white board

The Institute of Education Sciences (IES) held two Learning Acceleration Challenges during the 2022–23 school year, designed to incentivize innovation in math and science. The Math Prize sought school-based, digital interventions to significantly improve math outcomes, specifically in fractions, for upper elementary school students with or at risk for a disability that affects math performance. An unprecedented number of students are performing below grade level in core academic subjects according to the most recent data from the National Assessment of Educational Progress. In response to this problem, the grand prize required interventions to reach an effect size equal to or exceeding 0.77 on a broad measure of math achievement, the NWEA® MAP™ Growth math assessment. The challenge included two phases: In Phase 1, intervention providers submitted information on their interventions and research plans for implementing and testing their interventions under routine conditions. In Phase 2, selected research teams (finalists) were given $25,000 to implement and test their interventions with a shot at receiving the grand prize.

There were four submissions scored by a panel of judges during Phase 1. Two teams were selected to proceed to Phase 2 of the challenge to implement their intervention in schools: The DRUM (Digital Rational Number) Intervention and the ExploreLearning’s Reflex + Frax intervention. These two interventions were implemented in schools between November 2022 and April 2023 and participating students completed the NWEA MAP Growth math assessment before and after implementation. At the completion of Phase 2, the judging panel scored the Phase 2 submissions according to a rigorous set of criteria that included impact (as evaluated by a randomized controlled trial), cost effectiveness, scalability, and sustainability. Based on the scores received by the finalists, the panel did not recommend awarding any Phase 2 Prizes.

We recognize this challenge was an ambitious and rapid effort to improve math achievement. With the knowledge gained from this challenge, we hope to continue to design opportunities that encourage transformative, innovative change within education. While disappointing, these results shed light on some of the challenges of targeting ambitious improvements in student math achievement:

  • The implementation hurdles experienced by both teams reinforce the difficulties of conducting research in schools, especially in the current post-pandemic era climate. In the present circumstances, many schools face extra strains that may make it challenging to implement new interventions, as is required during an RCT.
  • It has historically been, and continues to be, difficult to create accelerated growth in math achievement for students who are with or at risk for disabilities that affect math performance. An improvement in line with the challenge’s 0.77 effect size criterion for the grand prize would substantially lessen the average achievement gap between students with disabilities and their nondisabled peers—and would be no small feat!
  • Barriers still exist to implementation of a technology-based intervention. For intervention developers, the cost and time required to create a digital intervention can be very large. For schools, the necessary infrastructure and acceptance of digital interventions is not always present.
  • Researching interventions within schools takes a lot of time and resources. Sometimes getting answers to our most pressing educational problems takes time, despite the best efforts of those involved to accelerate this process. The results of this competition underscore the continued need for research to support the significant difficulties of this population of learners.

Thank you to all who participated. We would also like to thank Luminary Labs, the contractor providing support for the IES Learning Acceleration Challenges and the two strong partners they included in the work: NWEA and Abt Associates. We appreciate NWEA’s support in conducting the evaluation of the effects of the intervention on the MAP Growth assessment and Abt Associates for their technical assistance during the Phase 2 implementation. We also appreciate all their work to collect and summarize data to understand what we can learn from the challenges and recommendations from other open innovation initiatives to inform future similar work at IES.

If you have an intervention or an idea for an intervention that could accelerate math achievement for students with or at risk for disabilities, you are encouraged to learn more about additional funding opportunities at IES, and contact Sarah Brasiel, program officer for NCSER’s STEM topic area.

This blog was written by Britta Bresina, NCSER program officer.

Join us for IES Innovation Day at the 2023 ED Games Expo

For the first time, IES is hosting IES Innovation Day as part of the 9th annual ED Games Expo. This full day event of engaging panel sessions, taking place Thursday, September 21, 2023, from 9:00 AM to 3:15 PM, will highlight IES’s investments in advanced research and development. The day will feature—

  • Lightning talks from IES-funded project teams who have developed and conducted research on education technology (EdTech) innovations
  • Sessions on modernizing the research and development infrastructure and preparing to scale evidence-based products
  • Demos of IES-funded EdTech products
  • An afternoon session with IES Director Mark Schneider focused on the Institute’s vision for achieving transformative impact at scale
  • Remarks by the White House Office of Science and Technology Policy Director, Arati Prabhakar

IES Innovation Day is one of the many events taking place at the 2023 ED Games Expo this September 19-22 at the Kennedy Center REACH and at locations across Washington, DC. The ED Games Expo is the public showcase of game changing EdTech innovations created through more than 50 programs at the IES, the U.S. Department of Education, and across government. This multi-day event engages a broad audience, including EdTech developers and researchers, organizations across the education ecosystem, students and educators, members of the public including families and children, and representatives and leaders from Federal agencies and offices.

Register to attend these free events:

Can’t make it to the Expo in-person? Join through a livestreamed Science is Cool virtual event on Thursday, September 21 from 12:00 PM to 5:00 PM Eastern Time. Speakers at the virtual event will include EdTech developers and STEM education experts who will discuss their classroom interventions and share how they used art and design in creating them.

ED/IES SBIR: Advancing Research to Practice at Scale in Education

This image depicts a young girl with headphones holding onto a mic that is attached.

The Department of Education and Institute of Education Sciences Small Business Innovation Research Program (known as ED/IES SBIR), funds projects to develop and evaluate new education technology products that ready to be widely deployed to address pressing educational needs.

In advance of IES Innovation Day at the ED Games Expo on September 21, 2023 at the Kennedy Center REACH in Washington, DC, this blog features a series of ED/IES SBIR awards that were funded for the purpose of creating education technology to ready previously funded evidence-based products for use at scale. Two of the projects highlighted below, one led by Jay Connor of Learning Ovations and the other by Clark McKown of xSEL Labs, will be featured as part of panels. This event is open to the public. Register for the Expo here.


Over its 20-year history, ED/IES SBIR has been well known for stimulating pioneering firms, such as Filament Games, Future EngineersPocketLab, and Schell Games, to create entrepreneurial and novel education technology products. ED/IES SBIR has also established a track record for investing in a different set of projects—ones that facilitate the uptake of innovations originally developed in university or laboratory settings. This is important because even when researcher-developed innovations (for example, models, programs, and tools) are shown to have evidence for impact, many are not delivered at scale, preventing learners from fully benefiting from these innovations.

Examples of ED/IES SBIR Research to Practice Projects

Over the past two decades, ED/IES SBIR projects have provided useful models for how researchers can navigate and overcome the research-to-practice gap. ED/IES SBIR has made several awards to projects that were originally researcher-initiated, many through IES research grants. These researchers either founded a small business or partnered with an existing small business to develop and commercialize new education technology products to advance research to practice at scale in education.

The short descriptions of these projects below include links to IES website pages with additional information on the unique project models. These projects converted findings from research into scalable, education technology delivered interventions, added new components to existing research-based prototypes to enable feasible implementation and to improve the user experience, and upgraded technology systems to handle large numbers of users across numerous sites.

  • Learning Ovations: Through a series of IES and NIH funded research, Dr. Carol Connor led an academic team to develop a personalized early learning assessment, the A2i, and demonstrated its efficacy for improving literacy outcomes through multiple trials. To ready the A2i for use in larger numbers of settings and to improve data processing and reporting, Learning Ovations won an ED/IES SBIR award to upgrade the underlying data architecture and create automated supports and functionalities. In 2022, Scholastic acquired Learning Ovations, with plans for the A2i to be integrated into its suite of products. See the Learning Ovations Success Story for more information.
  • Mindset Works: Through an IES research grant in 2002 and with funding from other sources, Dr. Carol Dweck led a research team to develop the concept of the growth mindset—the understanding that ability and intelligence can develop with effort and learning. Lisa Blackwell, a member of the research team, founded Mindset Works and won a 2010 ED/IES SBIR award to develop training modules and animated lessons to deploy this instructional model through a multi-media website. A research grant funded in 2015 tested and demonstrated the efficacy of the technology-delivered Growth Mindset Intervention to improve outcomes of struggling learners. See the Mindset Works Success Story for more information.
  • Nimble Assessment Systems: Through IES and other grants, Dr. Michael Russell led team of researchers to conducted foundational research and develop and validation of new forms of assessment. Informed by this research, Nimble Assessment Systems developed NimbleTools with an award from a ED/IES SBIR, a set of universally designed accommodation tools to improve accessibility of assessments for students with disabilities. Measured Progress acquired Nimble Assessment Systems, and the product was integrated into its suite of products for state and district assessments. See the Nimble Tools Success Story for more information.
  • Children’s Progress: Through NIH grants, Dr. Eugene Galanter led a research team to create a computer-based assessment that adapted to how a student responded to each question and delivered individualized narratives for each student. With awards from NIH SBIR and ED/IES SBIR, Children’s Progress developed a commercial version of the computer-adaptive dynamic assessment (CPAA) for early childhood in literacy and math. In 2012, Northwest Evaluation Association (NWEA) acquired Children’s Progress, with the assessment technology incorporated into the NWEA’s assessment platform and used at scale. See the Children’s Progress Success Story for more information.
  • Teachley: Through IES and NSF funded research, Dr. Herb Ginsburg led an academic team to develop prototype software programs for children from preschool to grade 3 to practice mathematics. In 2011, three members of the research team founded a small business, Teachley, which won ED/IES SBIR awards to extend the research model into easily playable, engaging, and widely used math game apps. See the Teachley Success Story for more information.
  • Analytic Measures: With funding from IES, Dr. Jaren Bernstein led a research team to develop prototypes of automated oral reading fluency assessments that were administered to students during the NAEP and other national assessments by IES’s National Center for Education Statistics. Analytic Measures won ED/IES SBIR awards (here and here) to develop the school-ready version of these assessments. In 2022, Google acquired the intellectual property of the assessments with plans to incorporate the tools into its suite of products for education. See this Analytic Measures Success Story more information.
  • Lightning Squad: Through awards from ED’s Office of Education Research and Improvement (now IES) and the Office of Elementary and Secondary Education, Drs. Nancy Madden and Bob Slavin led a research team to develop a model to make tutoring more cost-effective. With awards from ED/IES SBIR, Sirius Thinking partnered with Success For All to develop a mixed online and face-to-face multimedia intervention for struggling readers in grades 1 to 3. The program is now in wide-scale use in schools and in tutoring programs. See the Lightning Squad Success Story for more information.
  • Apprendis: With research grants from IES and other sources, Dr. Janice Gobert led teams at Worcester Polytechnic Institute and Rutgers University to develop and evaluated Inq-ITS (Inquiry Intelligent Tutoring System) virtual labs for students in grades 4 to 10. Apprendis was founded in order to commercialize InqITS and won an ED/IES SBIR award to develop a teacher alert system that generates real-time insights to inform instruction. InqITS is currently in wide-scale use.
  • Common Ground Publishing: Through IES and other grants, Drs. Bill Cope and Mary Kalantzis led a team of researchers to conduct research on new forms of technology-delivered formative assessment for student writing. A technology-based company spun out of a university tech-transfer office, Common Ground Publishing, and won ED/IES SBIR awards (here and here) to develop CGScholar based on this research. CGScholar is an AI-based digital media learning management system designed to support student writing, learning, and formative assessment, which has been in wide-scale use for several years.  See the CGScholar Success Story for more information.
  • xSEL Labs: With funding from IES, Dr. Clark McKown led a team led to develop screening assessments for social and emotional learning and conducted research to demonstrate the efficacy of the tool. xSEL Labs was founded to commercialize the assessments, and with an ED/IES SBIR award, is developing a platform to support educators and administrators using research-based SEL assessments. In 2023, 7 Mindsets acquired xSEL Labs was acquired to commercialize the platform at scale.

A New Program Area at ED/IES SBIR to Continue Advancing Research to Practice
With a history of awards to advance research to practice, ED/IES SBIR created a new program area in 2022 called Direct to Phase II to invest in more projects to develop commercially viable education technology products to ready existing evidence-based research for use at scale. The program resulted in one award (see here) in 2022. Please see the ED/IES SBIR solicitation page for information on the next opportunity for funding through its FY2024 program.


Stay tuned for updates on Twitter, Facebook, and LinkedIn as ED/IES SBIR continues to support projects to advance research to practice at scale.

Edward Metz (Edward.Metz@ed.govis a research scientist and the program manager for the Small Business Innovation Research Program at the US Department of Education’s Institute of Education Sciences.

 

2023 ED Games Expo – Showcasing Special Education Technology for Learning

Students draw on tablets at a previous ED Games Expo

The 9th annual ED Games Expo will take place in Washington, DC, at the John F. Kennedy Center for the Performing Arts REACH on September 20 and 21, 2023 (Agenda). The Expo is a public showcase of game-changing education technology (EdTech) innovations developed through programs at the U.S. Department of Education’s Institute of Education Sciences (IES) and across the federal government. There will be a Showcase of Special Education and Technology products on September 21 from 8:30 am to 12:30 pm in Studio F of the REACH building (Agenda/Overview). The showcase will focus on accessibility and inclusion, with special speakers and demonstrations from 30 developers.

With artificial intelligence (AI) tools and products are spreading across schools and other learning contexts, it is important to maintain a focus on accessibility and inclusion in the development of these technologies. Accessibility needs to be considered from the beginning stages of design/development of technology, including digital games and learning technology. This showcase will highlight product developers doing just that!

The showcase starts with three thought leaders with expertise in this field who will share their ideas for what we can do now to make sure these special education and assistive technology innovations can be disseminated to have impact at scale and be sustained over time.

Headshot of Lauren Allen



Laura Allen, head of strategy and programs for Accessibility and Disability Inclusion at Google, works to improve the accessibility and usability of Google products and processes and to make Google a more accessible place for people with disabilities.

 


Headshot of Erin Mote

Erin Mote, executive director and co-founder of InnovateEDU, is a recognized leader in mobile and broadband technology and has spent much of her career focused on expanding access to technology in the United States and abroad.

 

 

Headshot of Kevin Custer



Kevin Custer is a founding principal at Arc Capital Development, an early-stage venture firm for education and special needs healthcare markets that has invested and managed more than $18 million in companies that provide products and technology for educators and people with special needs, especially autistic individuals.

 

We will host two panels with developers funded by the Office of Special Education and Rehabilitation Services (OSERS) of technology for accessibility, including:

In addition to the talks on special education technology products funded by SBIR, OSERS and its Office of Special Education Programs, and other federal agencies, the showcase will feature live demonstrations of the following 11 innovations funded by the National Center for Special Education Research (NCSER):

Many of these products will also be demonstrated the night before at the ED Expo Public Event, held Wednesday, September 20, from 5:30 to 8:30 pm (Register Here). This event is open to the public (including families) where they can meet with developers and test out the innovations.

After the Special Education Technology Showcase, there will be office hours on September 21 from 3:00 to 5:30 pm where people can meet with developers and representatives from over 40 government offices that invest in and support EdTech initiatives, as well as dozens of national education organizations that lead initiatives to support EdTech innovation, research, and commercialization. Sarah Brasiel, program officer for NCSER’s projects focusing on technology for special education, will be at a table during office hours and happy to talk to you about our NCSER funding opportunities.

Space is limited for the Showcase of Special Education Technology, so please Register Here!

This blog was authored by Sarah Brasiel (Sarah.Brasiel@ed.gov), program officer at NCSER.