Submitted
Gender Equity in STEM Challenge

BeGenio - Helping Children Love Math Through Play

Team Leader
Christine Bond
Solution Overview
What is the name of your organization?
BeGenio
What is the name of your solution?
BeGenio - Helping Children Love Math Through Play
Provide a one-line summary of your solution.
BeGenio is a proven suite of math games designed to help kids increase their confidence, eliminate mathematical anxiety, and develop critical life skills.
Film your elevator pitch.
What specific problem are you solving?

By 2023 the U.S. will be short 1 million needed STEM professionals. Too few young people, especially girls and youth of color are pursuing STEM careers. This is not only a loss for industry and the economy. Black and Latinx students pursuing STEM careers have reported they were motivated by their interest in social justice and wanted to use STEM to do good in their community or in the larger global community. 

According to the U.S. Department of Commerce, our science, technology, engineering and math (STEM) workforce is crucial to America’s innovative capacity and global competitiveness. Yet, women are vastly underrepresented in STEM jobs and among STEM degree holders despite making up nearly half of the U.S. workforce and half of the college-educated workforce.

Although women fill close to half of all jobs in the U.S. economy, they hold less than 25 percent of STEM jobs. The goal is to inspire confidence in our girls and empower them to pursue a career in STEM, if they so choose.

9 out 10 Americans have mathematical anxieties, and the problem became even bigger when COVID hit.  The New York Times stated that last year the pandemic wiped away 20 years of progress in mathematics and English and it’s costing the U.S. $1 Trillion a year.  So it’s no surprise that children hate math, don’t believe they can do well in the subject, and find it boring because they can’t relate it to real life and unfortunately, there are no effective and truly fun resources to practice math at school and at home.

Sadly, all of these realities easily lead to mathematical anxiety, an area where females are mostly impacted, and can affect their lives and their future opportunities. The bigger problem is that  many parents (moms) and teachers are afraid of math themselves and don’t know how to help in these areas. 

Children have lost months of learning during the time of COVID and the learning gap is wider than pre-COVID-19, making a solution to the math problem more urgent.  Children from disadvantaged backgrounds are worst hit from the school closures due to COVID and reports  show that these pupils are falling behind and require additional support. Their parents are usually from low-income communities and may also have suffered from math anxieties in their own childhoods. Math anxiety can easily lead on to low confidence and low self-esteem as well as a reduction in long term career opportunities. Parents, typically moms who do not feel confident in maths cannot support their children easily. This can reflect easily on the child and go on to present itself in school work performance and affect math attainment levels for the child and school.

Outside of BeGenio, no math games (our competitors) have scientifically and academically proven research showing the significant impact that BeGenio has for outcomes (fluency, reasoning and problem-solving ) nor are their games capturing data that the teachers and states desperately need to better assess and assist the students.


What is your solution?

Our organization formed to bridge the STEM gap by igniting the imaginations of historically under-represented youth. We believe that prolonged, fun-informal exposure to STEM increases a child's interest and builds a foundation for proficiency through high school and beyond.

We strategically aligned our STEM priorities and invested in the creation of an international network of Innovation Sites that partner with one another to share curricula, training, data and other assets in unprecedented ways in order to engage more under-represented youth and identify best practices.

We created the BeGenio suite of games to solve these problems, where teachers/parents and children will be able to play together without stress, pain or struggle. Teachers and parents can now help their children effectively and make a positive difference in their children’s lives, without the fear of not knowing enough math or the fear of confusing the child with old methods.

Children aged 4-13+ can enjoy a fun board game and app, which enables them learn math without even realizing it!  The game is designed to have 6 variations, from Easy to the most difficult variation, BeGenio Expansion Decks, which enables the more adventurous children to challenge themselves. All 6 variations are fun packed.

Specifically aimed at children in Key Stages of early childhood development, the game has been designed with deep play value in mind; children will want to play the game again and again and will not be overly conscious that the focus is on improving math skills. The games’ appeal, however, does not end with children; parents and teachers will enjoy the challenges that are on offer and the game has been produced with an evolution in gameplay in mind which ensures that whether you are a parent, a 12-year-old, or a 7-year-old, there are benefits to be gained.

  • It will detect weaknesses in children and help them improve through measured progress.
  • It will encourage positive family time; sharing a game that actively enhances your child’s education.
  • It will not be a battle to engage with because the math focus is subtly hidden within an intelligent pedagogical design produced with this difficult issue in mind.

Our board game was specifically designed in such a way that when children are using it they think are playing, but not realizing they are actually learning. The game is truly fun, deeply engaging, and very entertaining. 

  • Children learn and improve their maths skills without realizing they are learning – develops analytical skills
  • Develops decision making skills
  • Develops critical thinking, creative thinking skills, logic, social and interaction skills.
  • Extensible to make it harder or easier, and covers the core of the curriculum, including the Multiplication Timestable and the four operations.
  • Has expansion decks that can be increased or created on the fly to teach literally anything else. It also has math tricks that make calculations lightning-fast for children.


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

We are targeting the 125 million girls of primary and secondary age in the developing world that are not connected in STEM. Girls’ exclusion from STEM education begins early and increases over their lifetime. While the vast majority of adolescent girls of upper secondary age begin primary education, fewer than half make it to the upper secondary level where STEM skills can be further solidified.

We serve the girls and women that are systematically tracked away from science and math throughout their education, limiting their access, preparation and opportunities to go into these fields as adults.

We support the teachers, who are predominantly women, that have math anxiety they pass onto girls, and they often grade girls harder for the same work, and assume girls need to work harder to achieve the same level as boys.

By outreach within schools, within and in After-School clubs, we offer support by way of fun tournaments and resources to the children who need it most but whose opportunities to access wraparound assistance and extra private tuition, are limited by financial limitations in their home.

BeGenio’s multi-award winning Race To Infinity game is used in thousands of schools for COVID catch-up sessions and extra fun maths practice. In partnership with BeGenio, the School Tournaments will take place towards the end of the Spring Term, just before the Easter holidays and with the aid of this grant, will be fully funded so there is no additional impact to the schools, already taxed system.

BeGenio's impact is far reaching.  It will do the following:

  • Raise awareness that girls and women are as capable as boys.
  • Give girls equitable encouragement and educational opportunities.
  • Promote public awareness to parents about how they can encourage daughters as much as sons in math and science — supporting learning opportunities and positive messages about their abilities.
  • Teach girls, teachers and parents that math skills are learned and malleable — promoting a growth mindset that empowers girls to embrace challenges.
  • Emphasize strong and visible role models of women and women of color in math and science fields.

We recognize that the school teachers are already asked to do above and beyond.  We will provide game ambassadors to offset the responsibilities of the teachers and will maintain a seamless interface within the existing constructs of the school.

We also plan to work in the community.  Using local libraries for MeetUps, hosted and facilitated by our own staff.  Working with Religious institutions that offer before and after programs, and local tutoring organizations that commonly work with children that are struggling with math.

Providing this services to the marginalized communities, underserved populations, overtaxed school systems and special needs children will have a significant return on the minimal investment in not only the children, but in the economy.

How are you and your team well-positioned to deliver this solution?

We have a heart for the underserved and marginalized communities.  Typically these communities lack access to STEM based programming and traditionally don't take the time to access untapped children that have potential but don't fit the typical model.  Our team Lead is strategically located in Washington, D.C. area since 1986.  She knows the people, is engaged with the decision makers on Capital Hill, the White House and local members of the government counsel.  She is also active in the community through free services and that are provided for the low income and socially disadvantaged.  Her heart is for the young black females.  We are them!  Just Older, wiser and stronger with the help of our advisors like Ret. General John Phillips, Ret. General Jonathan Cofer and a long standing advisor, Patricia Ware who advised the last 9 administrations at the Vice President level.

BeGenio ambassadors are strategically located in the heart of the underrepresented communities.  In order to be a part of the solution, we have to be a part of the community.  One of our main core values is TRUST.  In order for us to help the community, they have to believe that we have their best interest.

We are continuously studying the impacts that young girls are facing as the internet has really changed the way they look at themselves.  We are actively seeking inputs from the parent, students, teachers and key stakeholders. 

Over the next two years, we plan to achieve our goals by focusing on the following outcomes:

User acquisition: We hope to attract a large user base (100,000 users) to our app by leveraging social media and other digital marketing strategies. We will measure our success in this area by tracking the number of downloads per month and analyzing user feedback to identify areas for improvement.

User retention: Once users have downloaded our app, we want to ensure they continue to use it on a regular basis. We plan to achieve this by providing regular updates and new content, improving the user interface and experience, and ensuring that the app provides measurable value to users.

User engagement: We want to ensure that our app is not only effective at improving math skills but also enjoyable to use. We plan to achieve this by incorporating gamification elements such as rewards, achievements, challenges and tournaments/leaderboards. We will measure our success in this area by tracking user feedback, referrals, and analyzing user engagement metrics.

Impact on STEM (math) skills: Ultimately, our success will be measured by the impact that the project has on children's math skills. We plan to conduct regular assessments and research to track user progress and compare it to benchmarks established by other math education programs and the National Curriculum expected outcomes. We will also conduct surveys and gather user feedback to better understand the impact our app is having on children's attitudes towards math.



Which dimension of the Challenge does your solution most closely address?
  • Support K-12 educators in effectively teaching and engaging girls in STEM in classroom or afterschool settings.
In what city and state is your solution team headquartered?
Washington D.C., DC, USA
What is your solution’s stage of development?
  • Pilot: An organization testing a product, service, or business model with a small number of users
How many people does your solution currently serve?

BeGenio is utilized by 55k users around the world, 3k B2B (schools), and 30k B2C (parents), largely through our B2B strategic commercial partnership with Amazon.  Our product is available in 12 countries and available in 8 different languages (English, Spanish, Mandarin, Arabic, French, German, Italian, and Japanese).   Although we are in pilot phase, we have made a significant impact in the students, teachers and parents lives by our boots on ground technique.  

With over 90% of our funds coming from our bootstrapped efforts, we have been very strategic in how we are executing and scaling.  Our intent is to create a strong foundation that can scale in a holistic manner.  We have intentionally taken our time in making sure our solution provides value to the STEM community.  

We have involved several key stakeholders that have conducted the necessary research and due diligence on the existing user population.  This research has helped us evolve and refine our product line.  

In addition to the 55,000 children that have adopted BeGenio, we have also been successful in piloting this in the U.S.  We currently have 15k U.S. households utilizing BeGenios' Race To Infinity math game.  We have received great feedback indicating the positive impact the game is having on the children in the U.S.  We have altogether 1000+ positive reviews (33% U.S).

We have piloted our app in UK schools utilizing the Innovate UK grant and an independent assessment that afforded us the opportunity to research our Minimum Viable Product (MVP) prototype app in three schools, with an Innovate UK grant and European government grant (ERDF), and evidence based, scientific backed research.  

As we move into the the U.S. market space, we will utilize this proven approach to gain the necessary and proven results for the U.S. market.  We will continue to gain feedback from the user base and tailor our solution to the U.S. Common Core  national  curriculum and other statewide curriculums ensuring no child is left behind.  


Why are you applying to the Challenge?

Our team has made great strides since we formed over 6 years ago.  Slow and steady has proven to work well for us as we scale in a healthy manner.  Over the course of this time, we have experienced several challenges that have made us stronger.

Structuring our organization is a vital part of our success.  We recognize that in order to be sustainable, we have to start with the right foundation. We have recently added a co-Founder to lead the expansion work in the U.S. and we are in need of strong legal counsel to help establish the correct structure.  Our long term goal is for our C-Corp to be positioned for sale but first we are looking to establish our firm business proposition.  Because we've self funded over 90% of BeGenio, we lack the resources to obtain legal representation to guide our next steps.  

We're also fully established on Amazon and have done well up until COVID.  We ran into supply chain issues causing an impact on our financials that ultimately resulted in us not being able to keep our numbers up on the e-commerce site due to logistical issues.  We've proven experience in client acquisition processes, but we lack the funds to keep our numbers up and are limited in our capacity to sell directly from our website.

As we transition into the U.S. we've been receiving a cold welcome, because the proven research and success we received in the U.K. has not been automatically  translated to our ability to get the same results in the U.S. We lack access to the decision makers that have the ability to pursue and implement the game into the schools activities, both in classroom settings and in after school programming.

In addition, we've gained limited traction into the schools because there is a perceived perception by some that the game may be an extra responsibility for them to self-administer.  The unfortunate reality is many school systems have not incorporated this into their budgets from the start of the academic school year and the teachers/school systems have not accounted for funding to purchase the games.

Through our grassroots research, STEM initiatives have been targeted for upper middle class white males and we have been proposing strategies to foster inclusion for the female students that desire to penetrate this segment.  We are very sensitive to racial/culture/financial sectors and have struggled to bridge that great divide.  

We have been successful in raising eyebrows for the value of our solution, but we have not gained traction in getting commitments to implement, purchase and, invest in BeGenio as two black female executives. We need a strong U.S. backing to help us gain traction into the market and we need help taking our game to the digital game markets.  We have proof of concept now and have had several schools and students download the game and provide feedback, but we need a platform and developer to take our concept to the next level.

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Who is the Team Lead for your solution?
Christine Bond
How is your Team Lead connected to the community or communities in which your project is based?

Washington D.C. is the mechanism we chose to center our initial focus.  The team lead is in close proximity to Maryland and Virginia which positions us for access to a much wider school population.  

Our office is located in a mixed-use community that is closely surrounded by all demographics.  This is a perfect fit for our brand.  We not only have access to the decision makers in office, we also have access to the parents that are desperately seeking help for their children.  

Christine is actively involved in public hearings, religious associations that are seeking educational help for their younger population, and STEM related initiatives within the surrounding community.

We are also working in Arizona to bring a stronger presence to STEM in the low income communities.  We have a location established to allow the children that normally would not have access to this type of STEM curriculum, to come, learn and play our games free of charge, and after school to help fortify their math skills.  It gives us an opportunity to gain trust in the community as good stewards, and also brings value to the education systems by providing this supplemental support.

We have also made great strides in connecting with new BeGenio ambassadors in Texas, Arizona, Florida, California, Washington, Maryland and Virginia.  We are working to get as many boots on the ground as possible to help bring awareness to this great solution.

More About Your Solution
Your Team
Your Business Model & Funding
Solution Team:
Christine Bond
Christine Bond
Chief Transformation Officer