Deadline: 15-Jul-2026
UNICEF Kyrgyzstan is inviting partners to implement Phase III of the STEAM4Girls programme (2026–2028), which aims to expand inclusive, gender-responsive Science, Technology, Engineering, Arts, and Mathematics (STEAM) education for adolescent girls. With an indicative budget of US$200,000, the initiative supports STEAM clubs, mentorship, leadership development, digital skills, and community engagement across six regions of Kyrgyzstan.
What is the UNICEF STEAM4Girls Phase III Programme?
The STEAM4Girls Phase III Programme is a UNICEF-led initiative designed to empower adolescent girls by increasing their participation in STEAM education, leadership, innovation, and career development.
The programme seeks to remove barriers that prevent girls from accessing quality education and opportunities in STEAM fields while strengthening schools, communities, and government systems to sustain gender-responsive learning.
Phase III builds on the success of earlier programme phases and focuses on institutionalising STEAM education within schools, particularly in rural and underserved communities.
Background
UNICEF Kyrgyzstan launched STEAM4Girls in 2019 to address challenges that continue to affect adolescent girls, including:
- Restrictive gender norms.
- Early marriage.
- Unequal educational opportunities.
- Limited participation in STEAM subjects.
- Gender gaps in digital skills and innovation.
The programme supports Kyrgyzstan’s Altyn Kazyk (“Golden Compass”) Education Reform, which promotes curriculum modernisation, digital learning, and expanded STEAM education nationwide.
Previous phases have:
- Directly reached more than 52,500 adolescents.
- Indirectly benefited over 200,000 girls and boys.
- Strengthened teaching practices.
- Expanded mentorship opportunities.
- Promoted adolescent leadership.
- Increased community engagement.
Programme Objectives
The programme aims to:
- Increase girls’ participation in STEAM education.
- Promote gender equality in learning opportunities.
- Strengthen digital literacy and innovation skills.
- Develop leadership and communication skills.
- Improve career readiness.
- Encourage entrepreneurship in STEAM fields.
- Institutionalise STEAM clubs within school systems.
- Build sustainable partnerships between schools, communities, and government.
Key Highlights
- Programme Name: STEAM4Girls Phase III
- Organiser: UNICEF Kyrgyzstan
- Programme Duration: 2026–2028
- Country: Kyrgyzstan
- Indicative Budget: US$200,000
- Implementation Regions: Chui, Osh, Jalal-Abad, Batken, Issyk-Kul, and Talas
- Target Group: Adolescent girls, particularly in rural, underserved, and vulnerable communities
Programme Focus Areas
Gender-Responsive STEAM Education
Projects should:
- Improve access to STEAM learning.
- Promote equal participation of girls.
- Encourage innovation and creativity.
- Foster confidence in science and technology subjects.
STEAM Clubs
The programme will support the establishment and strengthening of STEAM clubs in approximately 75 schools.
Activities may include:
- Practical STEAM learning.
- Hands-on projects.
- Collaborative problem-solving.
- Innovation challenges.
Leadership Development
Projects should help girls develop:
- Leadership skills.
- Public speaking.
- Teamwork.
- Critical thinking.
- Decision-making abilities.
Mentorship
The programme supports:
- Mentorship by female STEAM professionals.
- Career guidance.
- Networking opportunities.
- Exposure to real-world STEAM careers.
Digital Skills
Activities may include:
- Digital literacy.
- Technology-based learning.
- Coding and digital innovation.
- Responsible use of technology.
Career Readiness
The initiative prepares girls for future opportunities through:
- Career orientation.
- Skills development.
- Entrepreneurship education.
- Workplace readiness.
Community Engagement
The programme recognises that families and communities play a critical role in supporting girls’ education.
Activities include:
- Parent and caregiver engagement.
- Gender-responsive parenting sessions.
- Community awareness campaigns.
- Media outreach.
- Advocacy for girls’ education.
School Capacity Building
The programme also supports:
- Training for teachers.
- Capacity building for school administrators.
- Integration of STEAM activities into school development plans.
- Sustainable school-based implementation models.
Support for Vulnerable Adolescents
Special attention will be given to:
- Rural communities.
- Marginalised adolescents.
- Out-of-school girls.
- Vulnerable households.
- Girls facing social or economic barriers.
The programme promotes inclusive participation to ensure no adolescent is left behind.
Expected Activities
Selected partners may implement activities such as:
- Establishing STEAM clubs.
- Organising mentorship sessions.
- Conducting STEAM fairs and exhibitions.
- Supporting adolescent-led innovation projects.
- Facilitating peer-to-peer tutoring.
- Delivering leadership workshops.
- Running communication campaigns.
- Building school capacity for long-term sustainability.
Who Can Apply?
The opportunity is intended for organisations that meet UNICEF’s partnership requirements and have experience in:
- Education.
- Adolescent development.
- Gender equality.
- Youth empowerment.
- Digital education.
- Community engagement.
- STEAM programming.
Funding Information
- Indicative Budget: US$200,000
The funding supports programme implementation during Phase III (2026–2028), including training, mentorship, peer learning, leadership development, and community engagement activities.
How to Apply
Interested organisations should:
- Review UNICEF’s official partnership requirements.
- Confirm organisational eligibility.
- Develop a project aligned with the objectives of STEAM4Girls Phase III.
- Design inclusive and gender-responsive activities.
- Include sustainability strategies for schools and communities.
- Prepare a detailed implementation plan and budget.
- Submit the proposal through the official UNICEF application process before the application deadline.
Why This Programme Matters
Girls continue to face barriers to education and careers in science and technology.
This programme helps to:
- Promote gender equality.
- Increase girls’ confidence in STEAM subjects.
- Build future-ready skills.
- Improve digital literacy.
- Expand career opportunities.
- Encourage innovation and entrepreneurship.
- Strengthen leadership among adolescent girls.
- Create more inclusive education systems.
By institutionalising STEAM education within schools, the programme creates long-term opportunities for girls across Kyrgyzstan.
Tips for a Strong Proposal
To improve your application:
- Demonstrate experience in adolescent education and gender equality.
- Include innovative STEAM learning approaches.
- Build partnerships with schools and local authorities.
- Develop measurable indicators for learning and leadership outcomes.
- Include sustainability plans beyond the project period.
- Engage parents and communities throughout implementation.
- Ensure activities are inclusive of vulnerable and out-of-school girls.
Common Mistakes to Avoid
Avoid these common issues:
- Focusing only on classroom learning without mentorship or leadership activities.
- Excluding parents and community stakeholders.
- Ignoring sustainability planning.
- Providing limited strategies for reaching vulnerable girls.
- Submitting unclear implementation or monitoring plans.
- Failing to demonstrate institutional partnerships.
Frequently Asked Questions (FAQs)
1. What is the purpose of STEAM4Girls Phase III?
The programme aims to empower adolescent girls through inclusive, gender-responsive STEAM education, leadership development, mentorship, and career preparation.
2. Which regions will benefit from the programme?
Implementation will take place in Chui, Osh, Jalal-Abad, Batken, Issyk-Kul, and Talas regions of Kyrgyzstan.
3. How many schools are expected to participate?
Approximately 75 schools will establish or strengthen STEAM clubs under the programme.
4. What types of activities are supported?
Activities include STEAM clubs, mentorship programmes, peer learning, leadership development, STEAM fairs, innovation events, communication campaigns, teacher training, and community engagement.
5. What is the indicative budget?
The programme has an indicative budget of US$200,000.
6. Who are the primary beneficiaries?
The initiative primarily benefits adolescent girls, particularly those living in rural, underserved, vulnerable, and marginalised communities, while also engaging schools, educators, families, and communities.
7. Why is this programme important?
The programme helps close gender gaps in STEAM education by equipping girls with technical skills, leadership experience, digital literacy, confidence, and career opportunities needed for future employment, entrepreneurship, and innovation.
Conclusion
The UNICEF STEAM4Girls Phase III Programme (2026–2028) represents a significant opportunity to advance gender equality and educational inclusion in Kyrgyzstan. With an indicative budget of US$200,000, the initiative supports sustainable STEAM education through school-based clubs, mentorship, leadership development, digital skills, and community engagement, empowering adolescent girls to become future innovators, entrepreneurs, and leaders.
For more information, visit UNICEF.
