The document discusses a project to increase IT fluency among middle school girls using games and virtual worlds. It describes using The Sims in Year 1 to introduce modification of game content. In Year 2, the project moved to Second Life which allows for more open-ended creation and interaction. Key goals were to increase interest in STEM subjects and develop lifelong IT skills applicable to careers through constructive, interest-driven learning in these virtual environments. Measures of success included demonstrating a range of intellectual capacities and IT concepts, skills, and fluency.