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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.

Inspiring and Teaching Girls to Code with Time Tails

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. Time Tails is an online game intended to prepare middle and high school students for success in postsecondary education and career pathways in computer science. The game, which introduces students to coding within the context of computer game design, was developed as part of the SBIR project Coding Bridge: Bridging Computer Science for Girls. In this interview blog, game developers Grace Collins and Carrie Linden of Liminal eSports (now called Snowbright Studio) discuss Time Tails and the importance of inspiring female-identifying students to code.   

 

 

What is Time Tails?

Carrie:

Time Tails is a series of digital games funded by the U.S. Department of Education and the Tides Foundation to help provide learners of all ages with an entry point into learning game design. Each episode transports you to a different point in history, where you help Ari and Zoe (two rad cartoon cats from the 1980s) fix glitches in history while also learning and practicing 3D game development and game design skills. The games are packed full of 80s’ puns, humor, references to salmon (it is a game about cats, after all), and story, while also encouraging players to learn about some amazing folx that sometimes get left out of history class textbooks.

Grace:

For me, Time Tails is a tool. It’s that missing bridge. Imagine you have a student who is interested in design who has been playing around in Scratch for years. When you show them Unity or Unreal game engines (popular game architectures), they may balk at the complexity of them. Time Tails breaks down those complex interfaces into digestible components that gives students the confidence and interest in making the jump across the gap. We’re continuing to release new Time Tails episodes every six months or so, adding new historical periods and new technical concepts. 

Thanks to our partnership with Unity, we’ve also been able to create an entire year’s curriculum for AP Computer Science Principles aligned to College Board’s standards and the International Society for Technology in Education (ISTE) standards.

What inspired you to create Time Tails?

Grace:

I was teaching computer science at an all-girls school in Cleveland, and the lack of resources for my students was just painfully obvious. There are a lot of generic coding resources, but when I went looking for something that could creatively inspire them and also lay the foundation for a career in game development or real-time 3D development, I was always coming up short.

Some of the first iterations of Time Tails were done right there in my classroom as I asked my students what they cared about (underrepresented female and LGBTQ+ figures in history), what they liked (cats), and even how different colors make them more or less likely to engage with learning content. When learning software pops up and it’s all steel gray and black, my students would look at it and say, “That looks like it’s for my brother.” They knew, and we know too, who the audience is for some of these tools out there. Time Tails tries to do all of that differently.

Carrie:

When you look at data on who is currently working in the computer science and game development industries, you will find that men are overwhelmingly the ones with active roles in the field. When we looked at where these drop off points were for girls in computer science career pathways, we found some interesting things. Girls were often leaving coding and computer science before they made it to high school, and most schools offered little in computer science and coding instruction during that gap between entry level software (like Scratch) and full game development platforms (like Unity). There was clearly a need for something to bridge that gap between tools used by younger kids and professional developers. There was also a need for those tools to be welcoming to female identifying and gender diverse youth as they are the ones falling out of the career.

What elements of Time Tails are uniquely tailored to female-identifying students? 

Carrie:

We decided to build Time Tails around narrative. As you progress, you get pulled into the written story and learn more about our feline heroes Ari and Zoe along with the people that they are helping. 

Humor, color, and charm also all tested well with our target audience compared to the typically dry YouTube tutorials and guides that you see out there that covers similar material. We packed our game full of ’80s puns and silly jokes, seasonal allergies (relatable), and made sure that each level was filled with colorful art and adorable characters. More often than not, these characters are strong women from history whose stories don't frequently make it into the textbooks. Our leading cats are female identifying and nonbinary, making Time Tails the first ever learning game featuring a canonically nonbinary character.

Grace:

It can be hard sometimes reading interpretations of our work. Adults will come in saying that the game looks too young or too childish. They want it to be more mature. They want darker colors and a more serious take. We can’t speak for everyone, but when we tested this game, that’s just not what teen girls wanted. They already had a lot of anxiety about getting into computer science in the first place. They’re VERY aware that it’s a masculine dominated field. They need that entry point that says it’s okay to be silly. They need to see others like themselves throughout history making waves. It’s been really heart-warming to see teens playing it, and even more so when their parent sits down with them to explain all of the 80s’ references. Those have been great moments as we’ve been out there testing this game.

What advice can you give other game developers who focus on female-identifying students?

Carrie:

Representation matters. If you can showcase the work that female-identifying folx are doing in the games industry, then you really should. Too often we see the tech and games industry primarily focusing on the women working (super important!) community management roles, but we also need to see highlights of the work done by female identifying developers, writers, quality assurance staff, producers, and more. Highlight all the roles and not just the ones that the industry has already decided are a “good fit” for women in tech and games. 

Grace:

My main advice to any developer is to involve your audience early and often. Have teens give you feedback on art, characters, concepts, everything. And don’t be afraid to see that those teens don’t agree. Be bold and brave in serving the students that you are trying to reach. Stay true to your vision and your audience.

What are the next steps for Time Tails and Snowbright Studio?

Carrie:

Time Tails is currently available on Steam. One purchase gets you access to all current episodes along with additional episodes releasing every six months or so. We are working with our partner, FableVision, to publish a version that allows for classroom licensing on their FableVision Games platform as well.

Grace:

Snowbright is also very active in the tabletop game industry, publishing cozy mystery role-playing games (RPGs) as well as card and board games. Our most recent Cozy Companion magazine actually took Ari and Zoe on a brand-new adventure to 1966 West Virginia as they learned about pollinators and cryptids in a mini-tabletop RPG.


Grace Collins (they/them) is the Founder/CEO of Snowbright Studio, a Cleveland-based LGBTBE certified game studio dedicated to publishing heartwarming games and experiences. Grace previously led games and education policy at the US Department of Education and later coordinated federal game policy across the executive branch. Prior to serving at the Department, they managed and developed educational game projects at the Smithsonian Institution. Grace has taught computer science and game design at multiple levels and was profiled by the Associated Press for founding the first esports team in the nation at an all-girls’ high school.

Carrie Linden (she/they) is the Communications Manager at Snowbright Studio, handling social media, websites, and the creation of official copy for the organization. Carrie has a Master’s in Education and seven years of experience teaching in LGBTQ+ friendly public-school programs and has her Certificate of Esports Management from UC Irvine. Carrie is an active member in the gaming and content creation community.

This blog is part of a 3-part Inside IES Research blog series on sexual orientation and gender identity in education research in observance of Pride month. The other posts discuss the feedback from the IES LGBTQI+ Listening and Learning session and encourage researchers to submit FY 2024 applications focused on the educational experiences and outcomes of LGBTQI+ identifying students.

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

Paving Better Paths to the Future through Gender-Specific Curricula Interventions

Young women and men with disabilities face unique barriers in the transition from school to adulthood. In recognition of the IES 20th anniversary, we are spotlighting Paths 2 the Future, a career development intervention for students with disabilities with gender-specific versions for boys and girls. For this blog post, virtual intern Audrey Im checks in with IES grantees Dr. Lauren Lindstrom (University of California, Davis) and Dr. John Lind (University of Oregon) about their experiences iteratively developing Paths 2 the Future. What started as an intervention to provide career guidance to high school girls with disabilities has now expanded to a package of interventions that also address the needs of high school-aged men with disabilities and underserved students of all genders.

Headshot of Dr. Lauren Lindstrom

In 2007, Lauren Lindstrom (then a senior research associate at the University of Oregon) received a grant from the National Center for Special Education Research (NCSER) to develop PATHS, a curriculum to improve education and career outcomes of high school girls with learning disabilities, ADD/ADHD, and emotional or behavioral disabilities. Lindstrom and her team created a curriculum advancing gender equity, disability awareness, and career readiness, which was then implemented in six high schools as an 18-week program.

According to Dr. Lindstrom, her team created PATHS just for girls after examining the disparate post-school outcomes for high school girls with disabilities enrolled in existing transition programs. “I consistently noticed that the girls were less likely to go to work, and if they went to work, they were working in really low-wage jobs,” she said. “And this was with the benefit of an intervention, right? Same kind of disabilities, same schools, but very different outcomes. So that really sparked my interest.”

In 2015, Dr. Lindstrom received a second grant to conduct a randomized controlled trial to test whether the intervention, now called Paths 2 the Future (P2F), improved career knowledge and skills among participants.

“We realized that this was probably one of the very first randomized controlled trials of a gender-specific career intervention,” Lindstrom said.

Lindstrom and her team sampled 366 girls with high-incidence disabilities in 26 Oregon high schools. The girls randomly assigned to the P2F intervention received the curriculum’s four core modules on self-awareness, disability knowledge, gender identity, and career and college readiness. They also received extensive information on career-related activities. The girls in the control group received the existing transition services of their respective schools. This study period lasted one 18-week semester and included a 6-month follow up with the students.

The P2F study found that the girls in the treatment group not only had more awareness of their identity and career possibilities after completing the curriculum, but they also had more confidence to talk about those topics. “The nature of being in a girl-only class really mattered,” Lindstrom said. “The students told us they felt safe there. They said things like ‘I’m a different person now. I feel empowered to talk, to think differently about my future.’” Lindstrom’s study also found that students in the treatment group were more likely to seek and have work experience in high school, an important observation as early work experience has proven to be a predictor for their future employment.

Headshot of Dr. John Lind

Lindstrom’s co-PI and research collaborator, Dr. John Lind, wondered if the P2F model would also work for boys. Lind, a research associate at the University of Oregon, received a 2019 IES grant Paths to the Future for Young Men (P2F-Young Men) to modify the P2F curriculum to take into account the specific needs of high school boys with high-incidence disabilities. These needs included (but were not limited to) building healthy relationships, breaking down gender stereotypes, and managing anger and stress.

“I think these needs are applicable to a range of genders but doing it in a classroom with just young men opens up the opportunity for potentially deeper discussions,” Lind said. “And that’s feedback that we’ve gotten anecdotally from the teachers we work with.”

After fully developing the P2F-Young Men curriculum, the researchers are currently conducting a small randomized controlled trial with eight teachers and their students at Oregon high schools. Although they are still in the process of collecting data for this study, Lind noted that teachers report that having a gender-specific curriculum helped the boys feel more comfortable in having discussions. “This is anecdotal at this point,” Lind acknowledged, “but if that stands true by the end of our study, I think that’s a really important finding.”

To Lindstrom and Lind, having separate curriculum interventions for different genders was necessary to address gender-specific issues and foster a safe learning environment. At the same time, they felt that it was important for all students across the gender spectrum to have access to these curricula to promote social-emotional development and build knowledge of career pathways.

“Teachers and schools have come to us and said, well is it just for cisgender students or people who are born as a certain gender? And our answer to that is no,” Lind affirmed. “What we’ve done with P2F-Young Men is create a transition curriculum for people who identify as young men. We start early in the curriculum of getting to know yourself, exploring yourself, your strength.”

In 2017, through funding from the National Center for Education Research (NCER), Lindstrom and Lind also developed a non-gender-specific version of the curriculum called P2F for All. This curriculum was targeted to underserved youth who face barriers to educational attainment and, due to a variety of reasons, may not be receiving transition services or college and career readiness support. Their study developed and tested the new P2F for All curriculum and found that it increased participating students’ career readiness, emotional coping skills, and interpersonal skills.

P2F for All aimed to take the findings from their gender-specific studies focused on the needs of students with disabilities and create a new, comprehensive career readiness curriculum—one that succeeded at addressing the needs of underserved students, not just those identified for special education services, regardless of gender. “What we strive to do in special education is provide services that are individualized and meet the needs of the person,” Lind said. “I think we’ve got a range of lessons to address that, and, ultimately, I think that lessons could be pulled out of a menu to meet specific needs for all students.”

Lauren Lindstrom is a professor and dean of the School of Education at the University of California, Davis. Prior to UC-Davis, Dr. Lindstrom served more than 25 years as an academic and administrator at the University of Oregon’s College of Education. Dean Lindstrom is an active researcher whose areas of interest include inclusive education, gender equity, career and college readiness and transition services for youth with disabilities. 

John Lind is a research associate at the University of Oregon’s College of Education. As a former special education teacher, Dr. Lind has extensive experience developing and implementing strength-based interventions for youth with disabilities, including adolescents with emotional and behavior disabilities. He has also worked as an educational consultant, providing training and technical assistance to international, national, and state departments of education on issues related to IDEA, effective classroom management, multi-tiered levels of support, and inclusion. Currently, he is the director of the SIGnetwork, a clearinghouse of resources for the OSEP-funded State Personnel Development Grantees.

This blog was written by Virtual Student Federal Service Intern Audrey Im and produced by Katina Stapleton (Katina.Stapleton@ed.gov). Akilah Nelson (Akilah.Nelson@ed.gov) is the program officer for the IES Transition to Postsecondary Education, Career, and/or Independent Living portfolio. The blog is part of a larger series on DEIA in Education Research.

Exploring New Insights and Approaches to Closing the Gender Achievement Gap in STEM

Gender achievement gaps in education, particularly in the science, technology, engineering, and mathematics (STEM) domain continue to persist. On the 2015 NAEP, male students continue to significantly outperform female students in science in Grades 8 and 12, and on the 2017 NAEP, male students outperformed female students in mathematics at Grades 4 and 8. In addition, a recent study by Reardon and colleagues supported by IES found that the gender achievement gap favoring male students in mathematics was related to local socioeconomic conditions, with the gap being more prevalent in more socioeconomically advantaged school districts.

Although we know that the gender achievement gap is pervasive, particularly in STEM, what can we do to help close the gap? Previously, IES released a Practice Guide on Encouraging Girls in Math and Science that included evidence-based recommendations for how practitioners can better support and encourage girls to pursue math- and science-related fields. Adding to this research base, three new FY 2018 IES grants funded under the Education Research Grants program will explore potential causes and correlates of gender differences in achievement that can provide new insights and approaches to closing the gender achievement gap in STEM.  Here is a brief summary of these studies along with their potential contributions to research, practice, and policy.

Gender Stereotypes in STEM – Although many factors influence the gender gap in STEM, research points to gender difference in students' interest and motivation in STEM as a major contributor to later disparities in STEM majors and careers. Allison Master and colleagues will explore how and when gender stereotypes about academic fields emerge, the relationship between stereotypes and motivation in STEM fields, and whether teaching a growth mindset (i.e., the belief that intelligence is malleable) can change stereotypes and improve students' sense of belonging, self-efficacy, interest, and outcomes in STEM in grades 2 to 8. The results from this study will be used to inform the development of future interventions to reduce the impact of STEM-gender stereotypes.

The Relation of Gender-Integrated Classroom Climate to Students' Academic Outcomes - Because boys and girls are typically taught together in classrooms, there is the assumption that boys and girls are cooperative and integrated in their classroom activities, yet evidence suggests this may not be the case.  Some classroom climates facilitate gender integration, while other classroom climates may perpetuate gender segregation where students tend to only work with classmates of the same gender. Carol Lynn Martin and colleagues will examine how gender integration relates to 4th to 6th grade students' school-related engagement and academic perceptions and achievement. The results from this study will provide preliminary evidence of potentially promising practices for gender integration in classrooms that can help girls feel more comfortable working with boys and may encourage persistence in STEM.

Underrepresented Student Learning in Online Introductory STEM College Courses – Online instruction has the potential to make course content more accessible to a larger number of students, thereby strengthening the STEM pipeline. Michelle Perry and colleagues will explore the interaction among various characteristics of online instruction and postsecondary students' persistence in STEM courses. In particular, the researchers will explores how students traditionally underrepresented in STEM (e.g., women, first-generation students, minorities) benefit from or are impeded by online course features (e.g., course videos, discussion boards). The results from this study will provide a theory of postsecondary online STEM instruction that could strengthen persistence in STEM among women and others traditionally underrepresented in STEM. 

Written by Christina Chhin, Education Research Analyst, National Center for Education Research