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

Four days with 21 strangers

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.

Day 01 · The theory of fun

Finding the gamer persona

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.

Students in a circle during the opening icebreaker Students finding teammates during the animal sound grouping game
Icebreaker and animal-sound team formation. Forty-five minutes, and the room had already mixed.

Then we asked what games they loved. Groups listed everything they had ever enjoyed, narrowed to a top five, and the whole group voted.

Most played favourite games — cohort vote
Football13
ቅልብልቦሽ / ወደም13
Tic-tac-toe12
Bingo11
ብይ (marbles)10
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.

Students building games from cups, paper and cardboard Students playing the games they had just built
Thirty minutes to build, then everyone plays everyone else's game. The winning entry — Team Dog's ball-and-ramp — was built from Jenga blocks and a plastic cup.
Evidence chain 01Their native gaming language
Observed

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.

Evidence

Five student-built prototypes, all "I win, you lose". Consistent drop-off in engagement whenever a game took more than a sentence to explain.

Design decision

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.

Commercial game rotation — fun rating vote
Jenga18
UNO10
Spot It!10
ምን ልበል8
Dominoeslast
Evidence chain 02Tension beats strategy
Observed

Jenga won by a landslide. UNO and Spot It! tied behind it. Dominoes — abstract, slow, strategic — came last.

Evidence

18 votes against 10, 10 and 8. Physical consequence and speed outranked planning in every group.

Design decision

Build around tension and speed, not turn-based strategy. A quiet board game would have lost this cohort by round two.

Students playing Werewolf in a circle Whiteboard recording the day one reflections
Werewolf, then a standing reflection circle with no teachers at the front. Their words went straight onto the board.
I understand that we can create games.Day 1 reflection circle
Day 02 · Games for impact

From fun to purpose

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.

Facilitator running the game mechanics session at the whiteboard
Deconstructing football to teach components, mechanics, rules and goals.

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?

Wall of student food drawings forming a classroom buffet Handwritten lists of daily meals and dream meals
The buffet wall, and the daily-versus-dream food lists. Injera or bread anchored nearly every real meal; the dream lists were almost entirely meat and Western fast food.
Evidence chain 03The awareness gap
Observed

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.

Evidence

Whole-class voting session. "Healthy" functioned as a synonym for desirable, not as a biological property.

Design decision

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.

A participant standing to read a poem he wrote Students playing the serious games Weze and You Got Infected
Left: the unscripted poem that reset the room after the lecture. Right: playing Efuye Gela's existing serious games — You Got Infected on digital safety, and Weze, a financial simulation.

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.

Evidence chain 04The lecture dip
Observed

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.

Evidence

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.

Design decision

Remove the lecture entirely in Round 2 and replace it with a competitive format. Back it with visual handouts.

Day 03 · Ideation and game making

Forty ideas, then four

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.

A team brainstorming game ideas around a table Crazy 8s sheets folded into eight rectangles covered in sketches
Reverse brainstorming, then Crazy 8s: fold the paper three times, eight ideas, eight minutes, a shout of "Next!" every sixty seconds.

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.

A team combining and competing their game ideas on flip chart paper Students presenting their top four concepts to the cohort
Two rounds of filtering. Defending the cut mattered as much as making it — we wanted to hear which values they designed by.
Evidence chain 05They compete, they don't combine
Observed

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.

Evidence

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 decision

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.

Teams building physical prototypes from cardboard and cups Cross-group playtesting in progress
Building, then testing. Creators always know their own rules; a fresh player exposes in ninety seconds what a team cannot see after two hours.
Evidence chain 06Three enemies of the game
Observed

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.

Evidence

"The rules were a bit confusing" was the most common comment. Runs of consecutive penalty cards stalled play entirely.

Design decision

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.

Day 04 · Iterations

The regrouping experiment

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.

The day four finger-grab icebreaker played in a circle Newly formed groups negotiating their combined game concepts
The finger-grab game opened the day. The rule was purely defensive — don't get caught — yet almost every student instinctively tried to grab. A useful lesson right before a day about designing for competition or cooperation.
Evidence chain 07Innovation needs a decision-maker
Observed

Three of the four restructured groups produced a playable game. The fourth produced nothing — it spent the entire session in a power struggle.

Evidence

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.

Design decision

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.

  • PhysicalityThe final game must include a physical action — which is where the gursha feeding mechanic comes from.
  • SimplicityNo heavy text, no arithmetic. If it needs a paragraph to explain, it is already lost.
  • Social riskReal stakes in every round, because they told us repeatedly that a game without risk is boring.
Group photograph of the round one participants and the project team
Round 1 cohort and the project team, 20 September 2025.

Round two · 23–26 September

Running the method again, properly

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.

Opening remarks and introductions with the round two cohort
Opening the second round. This group was more rebellious, more challenging and higher-energy than the first.

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.

Students filling in nutrition bingo grids in teams
Nutrition Bingo replaced the lecture. Teams filled a blank sixteen-cell grid with the nutrition messages they believed were correct, then marked off hits as a facilitator read out the real ones.

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.

Evidence chain 08Zero lectures, 100% play
Observed

With the lecture replaced by Bingo, engagement stayed level through the session that had previously flatlined.

Evidence

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.

Design decision

This became the blueprint for the intervention itself: no lectures at all. Content is delivered through play or it is not delivered.

Standing on the previous cohort

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 two students playing games built by the first cohort
Round 2 playing Round 1's prototypes. With less time spent understanding the task, more went into balancing the games.

Fixing the logistics

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.

The round two cohort together at the end of the workshop
Round 2 cohort, 26 September 2025.

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
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.