Almost every game they invented was competitive, physical and fast. Even the seated games demanded intense concentration. Anything with long or complicated rules was abandoned within minutes.
Two rounds of four-day workshops. 56 teenagers signed up, 47 finished — mostly grades 9 to 12. We wrote a detailed plan in advance, and almost none of it survived contact with the room. That turned out to be the finding, not the failure.
Round one · 17–20 September
Round one wasn't about building a nutrition game. It was about finding what these teenagers think is fun — so we could hide the nutrition inside it later.
Objective
Identify the gamer persona of Ethiopian adolescents, and define what "fun" actually means to them.
We opened with an icebreaker, not a lecture. Name, grade, age — then: why are you here? Their answers set expectations, and signalled we weren't teachers.
Team formation was physical: draw an animal at random, then find your teammates using only its sound or gesture. It broke up friend clusters and let us read each student's energy before a single design task began.
Then we asked what games they loved. Groups listed everything they had ever enjoyed, narrowed to a top five, and the whole group voted.
Our football is different from the others because it isn't just 22 people fighting for one ball; it is an experience that actively engages the audience.Participant, Day 1
That single reframing was worth more than the vote counts. For this demographic, the crowd around a game is part of the game.
Next: cardboard, cups, rope, chalk, Jenga blocks and table-tennis balls — thirty minutes to build something playable. The same familiar materials used in professional prototyping.
Almost every game they invented was competitive, physical and fast. Even the seated games demanded intense concentration. Anything with long or complicated rules was abandoned within minutes.
Five student-built prototypes, all "I win, you lose". Consistent drop-off in engagement whenever a game took more than a sentence to explain.
Gursha cannot be slow, quiet or rule-heavy. Friendly competition, simple rules, and something for the hands or the mind to be doing at all times.
In the afternoon, five commercial games — Jenga, UNO, Spot It!, Dominoes and the Ethiopian word game ምን ልበል — each teaching a different mechanic: tension, speed, luck, verbal pressure. Every team played all five, then voted.
Jenga won by a landslide. UNO and Spot It! tied behind it. Dominoes — abstract, slow, strategic — came last.
18 votes against 10, 10 and 8. Physical consequence and speed outranked planning in every group.
Build around tension and speed, not turn-based strategy. A quiet board game would have lost this cohort by round two.
I understand that we can create games.Day 1 reflection circle
Objective
Connect games to nutrition, culture and behaviour — without losing the previous day's energy.
Instead of recapping Day 1, we asked what had survived the night. Only the active experiences — though a few had kept the vocabulary (challenge, reward), a sign some wanted the theory too.
We taught mechanics through football — the shared language. Ball, dribbling, no hands. Then: delete the no-hands rule? It becomes running, and boring. Add a second ball? Chaos.
Then we mapped the food environment. Each student drew one food onto a wall-sized buffet — shiro and tibs beside pizza, burgers and cake. What do you eat in a day? And what would you eat if money were no object?
Asked to vote healthy or unhealthy on their own food lists, students judged almost entirely by taste. Foods they liked they defended; foods they disliked they called unhealthy.
Whole-class voting session. "Healthy" functioned as a synonym for desirable, not as a biological property.
Teach food groups and proportions as concrete categories rather than moralising about good and bad food — which this group will simply argue with.
After lunch, nutritionist Dawit Alemayehu delivered the guidelines as a lecture. The framing was smart — a balanced diet is shiro, injera and a vegetable, food already on their tables, not expensive imports. The framing landed. The format did not.
Those two games were the missing link. The students had fun (Day 1) and facts (Day 2), but no model for combining them. After Weze, they saw that an educational game doesn't have to be a quiz.
When the day shifted to lecture format, the room went quiet and visibly tired — the only sustained drop in engagement observed across the four days.
Confirmed independently by the research partners in the debrief. Messages were also distorted in transmission: several students left believing more than one glass of milk is unhealthy.
Remove the lecture entirely in Round 2 and replace it with a competitive format. Back it with visual handouts.
Objective
Fuse game design principles and nutrition knowledge into something playable by the end of the day.
We asked each team for five nutrition game ideas in fifteen minutes. The room froze — they were trying so hard to be correct that most couldn't reach two.
So we flipped it. Here's an overworked single mother, guilty about her kids' screen time — how could you make her life absolutely miserable? The ideas came instantly, because ruining something is fun and fixing it is frightening.
The time pressure was the point. With no time to judge, the later ideas came out more original — the obvious options were already spent.
Stress makes you creative.Participant, on the Crazy 8s sprint
Each team came back from lunch with around forty raw ideas. Then combine and compete: same problem? pit them and keep the stronger. Both good but different? merge. Forty to eight to four, each round on a strict timer, each defended to the room.
We expected teams to preserve everyone's ideas by merging them. Instead they were ruthless — boring or confusing ideas were discarded outright rather than repaired.
Both filtering rounds ran fast and decisively. Ideas were defended as "funny" or "different"; games that were fun but confusing lost to games that were simple and active.
Design for a cohort with high standards and no patience for weak mechanics. Humour and physical action are the currency; complexity is not.
Twenty minutes of prototyping followed. Scoring systems that looked elegant on flip chart paper turned out untrackable in play, and teams simplified them on the spot. Then a blind round-robin: one player from each team tried the other stations while the creators watched in silence.
Peer feedback was blunt: symbols were confusing, some players held a role that gave them nothing to do, and decks were stuffed with unhealthy foods.
"The rules were a bit confusing" was the most common comment. Runs of consecutive penalty cards stalled play entirely.
Name the three failure modes — confusion, stagnation, passive roles — and design against each: standard iconography, a deck weighted toward positive nutrition, and an action attached to every role.
Objective
Synthesise the strongest mechanics into a minimum viable product, and validate it through playtesting.
Overnight we dissolved every team and rebuilt four groups strictly by participation level — the most active students together, and so on. The loudest could no longer dominate the quiet ones, and the quiet ones had nobody to hide behind.
Three of the four restructured groups produced a playable game. The fourth produced nothing — it spent the entire session in a power struggle.
Groups with a clear informal hierarchy moved fastest, though they showed ownership bias: they polished the dominant member's Day 3 game rather than building a genuine hybrid.
Future club sessions need assigned roles. Too many equal strong voices produces gridlock, not innovation.
The final games made this cohort's preferences unmistakable: party games, not strategy. Laughter and quick turns over deep planning; physical agility and luck over arithmetic and resource management.
The reliance on luck is worth sitting with. In a strategy game the cleverest student wins every time; in a game of luck or speed, anyone at the table can win — and for this group, that is fairness.
Round two · 23–26 September
Round 2 wasn't a repeat — the same four days, rebuilt around everything Round 1 exposed. This cohort was harder to manage, which made it a better stress test.
The team called them "real adolescents" — and that made them a better stress test. A game that only holds well-behaved students won't survive a lunch break in six schools. This group also gamed far more on screens.
This was the single biggest change of the round. Round 1's sleepiness vanished completely — students argued with each other about whether a message was valid instead of waiting to be told.
With the lecture replaced by Bingo, engagement stayed level through the session that had previously flatlined.
The second cohort demonstrated a significantly better grasp of the eleven key FBDG messages than the first — despite having less total time, because their sessions ran in the afternoon.
This became the blueprint for the intervention itself: no lectures at all. Content is delivered through play or it is not delivered.
Round 1 couldn't picture a nutrition game until the final day. So Round 2 opened by playing the games Round 1 had built — including Team Dog's ramp game. Starting from something, not nothing, sped ideation up sharply.
Round 1 lunch ran late almost every day, and energy tracked it. Round 2 fixed food to arrive strictly before the break, replaced long empty breaks with lighter activities, and slotted short energisers between every major session.
One honest caveat is recorded: because the workshop provided snacks and lunch, the students' weekly dietary recall logs were influenced by the food we gave them.
In their words
Collected in the closing reflection circles. The most common theme was not nutrition — it was the difference between this and school.
It wasn't education, it was a game.Final reflection circle
Class is not understandable, but I understood it here.On learning without a lecture
I wasn't going to come; I was going to play football.On nearly not showing up
I discovered myself.On the rapid prototyping sprints
I didn't know myself — that I could draw.After Crazy 8s
I can create.Day 4
Stress makes you creative.On working against the timer
Interesting, but it made us a bit worried.On playing Werewolf
I used to drink soft drinks.Stated in the past tense, unprompted
Game + food = combined.On the link between mechanic and message
Sorry for being a hard bunch to manage.Volunteered by several participants
Say hi when you see me.Closing circle, Day 4
The apologies are worth reading carefully. In a strict school environment these students are silent. Here they were loud, and then they apologised for it — which suggests they felt safe enough to be themselves and valued the relationship enough to worry about it. The report logs their "naughtiness" as evidence the space worked, not as a problem to be solved.