Phase 117–26 September 2025School 7 (co-creation partner school)

Co-creation

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.

56
Registered
47
Completed both rounds
8
Workshop days
40
Raw ideas per team
9–12
Grade levels
26F
Female participants of 47

Round one · 17–20 September

Round two · 23–26 September

Four days with 21 strangers

Day 01 · The theory of fun

Objective
Identify the gamer persona of Ethiopian adolescents, and define what "fun" actually means to them.

Day 02 · Games for impact

Objective
Connect games to nutrition, culture and behaviour — without losing the previous day's energy.

Day 03 · Ideation and game making

Objective
Fuse game design principles and nutrition knowledge into something playable by the end of the day.

Day 04 · Iterations

Objective
Synthesise the strongest mechanics into a minimum viable product, and validate it through playtesting.

In their words

What the co-designers said

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
I used to drink soft drinks.Stated in the past tense, unprompted
Game + food = combined.On the link between mechanic and message