A game called Click! Urban Adventure had a big impact on girls ages 11-14 who used Pittsburgh, PA as their game board and STEM skills as their tools. After playing the game, 93% of the girls had a high degree of confidence in their ability to use technology and 78% reported wanting to learn more about the technologies they’d encountered (n=84; 53% were minorities). The girls’ interest in STEM also increased and they recognized the importance of STEM to their education and futures. Read the full paper to find out how the game developers used strategies such as creating team-based experiences for peer groups and leveraging the girls’ existing interests to get these results.


Hughes, Kristin. "Designing opportunities to spark and nurture scientific inquiry in middle school girls." Proceedings of the 2005 Conference on Designing for User Experience. AIGA: American Institute of Graphic Arts, 2005.