Submitted
Learning for Girls & Women

Ogboju (Courage)

Team Leader
Andreas Putz
Solution Overview
Solution Name:
Ogboju (Courage)
One-line solution summary:
An AI-powered math game to promote self-efficacy in girls and women in STEM, and prepare them for high-stakes testing.
Pitch your solution.

Girls face more barriers to attending school than boys (EducationCannotWait, 2018). Up to 500 million women remain illiterate; 16 million girls will never enter a classroom (UNESCO, 2018). The high costs of building good schools in remote, emergency and disaster areas, and staffing them with high-quality teachers in addition to changing the destructive social norms that keep women at a disadvantage will mean that they will be waiting a long time. 

Should they have to?

We propose to take school to girls wherever they are by encapsulating competency based learning within low cost IT solutions that can be deployed anywhere. No longer would girls and women have to choose between their physical safety and getting an education. Our solution provides a platform where female learners can feel safe to take risks, make mistakes, build confidence and take ownership of their learning.

#GetSchoolToGirls

#LearnWithoutFear

Film your elevator pitch.
What specific problem are you solving?

Research has shown that girls’ math self-efficacy is correlated with their low interest in pursuing higher levels of math education and STEM career opportunities (Bandura et al., 2001; Schwery et al., 2016). PISA 2018 confirmed that girls have lower self-efficacy in science and mathematics than boys (OECD, 2020), a difference that remains unchanged since 2009. 

With women accounting for only 35% of STEM students in higher education (UNESCO, 2017) many females will be unable to take advantage of the increasing job growth in STEM (Australian Government, 2020; Brookings, 2013). 

62 million girls around the world are not in school, millions more are fighting just to stay there, facing barriers such as gender norms, violence (both enroute and at school), early marriage and pregnancy and the stigma surrounding them (Plan, 2012). These marginalized learners are unlikely to have the self-efficacy beliefs (Bandura, 1977Bandura, 2010), which research shows directly affects academic achievement (Doménech-Betoret, 2017). 

Boosting girls self-efficacy can improve their mathematics achievement by up to 59% (Yurt, 2014) and thus increase their access to high-quality higher education opportunities in STEM.


What is your solution?

Ogboju, meaning courage in Yoruba, is an AI-powered math game situated in the mythical African forest of Irumale. It celebrates female courage needed to scale numerous barriers to high-quality education in STEM and compete in male dominated fields. Only courageous heroes can enter Irumale forest. To save the forest and maintain their courage, players must engage in a number of quests commissioned by Esho Irumale: the guardians of the forest.  Each quest comprises a series of minigames that guides players to build their mathematics competency by fixing errors in the underlying mathematical code that runs the forest. These mini-games are designed to increase self-efficacy in the following ways:

  • An infinite source of low-stake opportunities for learners to practice math concepts through automated item generation.

  • A novel gap analysis model to adapt the user experience.

  • Emphasis on positive reinforcement over penalties.

  • Incorporation of stories of girls and women from various backgrounds who have succeeded in STEM.

  • Learning analytics to adjust the balance between fun and challenge based on the psychological state of the player

Finally, levels in the game build up to hero challenges that correspond to education milestones and related high-stake testing.

Who does your solution serve, and in what ways will the solution impact their lives?

Our software initially aims to increase the performance of girls in urban areas on high-stakes tests. This will serve as a proof of the efficacy of our solution. Consequent to this we hope to reach marginalized learners who struggle to reach key learning milestones with a low technical burden. Our literature review shows increased self-efficacy as key to improving female mathematics achievements and based on our team's experience working with marginalized learners, we have first-hand experience that formative assessment is an effective approach to improving math competency quickly. We are building a minimal viable product that contains the main elements of our proposed solution and will then conduct user experience studies with participation of low-performing girls in school in Canada, Nigeria, Ivory Coast and Brazil to drive the development of the game mechanics. Once the game play and the efficacy of the game have been established as improving the performance of these groups, we plan to address the hardware challenges to extend our studies to populations in these countries that do not have access to consistent schooling and adapt our solution to their particular social and technological constraints. Finally we will expand to conflict and emergency areas.

Which dimension of the Challenge does your solution most closely address?
  • Increase the number of girls and young women participating in formal and informal learning and training
Explain how the problem, your solution, and your solution’s target population relate to the Challenge and your selected dimension.

Our solution is a gender responsive solution that helps girls and women increase their competency in mathematics. High-stake tests form critical milestones in education that determine a student’s ability to take advantage of high-quality opportunities in STEM. Ogboju will provide a low-stake environment for learners to gain mastery experience in mathematics that they may not be able to achieve in a formal classroom due to social and physical barriers. This is well-aligned with the Solve’s goal to increase the number of girls and young women participating in informal learning.

In what city, town, or region is your solution team headquartered?
Vancouver, BC, Canadá
What is your solution’s stage of development?
  • Prototype: A venture or organization building and testing its product, service, or business model
Who is the primary delegate for your solution?
Andreas Putz
More About Your Solution
About Your Team
Your Business Model & Funding
Partnership & Prize Funding Opportunities
Solution Team:
Andreas Putz
Andreas Putz
Leandro Collares
Leandro Collares
Lollie Fakinlede
Lollie Fakinlede
Ireti Fakinlede
Ireti Fakinlede