The hype engine
High-energy, trend-driven content aimed at the younger demographic — the same audience the games were designed for.
Weekly gameplay in six Addis Ababa high schools, run entirely inside the students' lunch break. Designed for fourteen weeks and delivered in thirteen, against a school calendar that fought back the whole way.
Operations
Scientific consistency required a fixed rotation. Every school got the same games in the same order in the same week, which meant the schedule had no slack in it at all.
Game Masters assembled at the Creative Hub from 11:00. Supervisors checked materials and staffing before transit. Teams arrived 20 to 35 minutes ahead to set up a classroom, which bought an uninterrupted 15 to 30 minutes of actual play.
Session quality correlated directly with how involved each school's designated focal person was.
Where focal persons mobilised students, secured venues like the library and communicated with administration, attendance was stable and delays were minimal. Where communication was weak, students forgot the schedule and Game Masters lost setup time hunting for participants.
Future interventions must build rigid accountability and incentive structures for school-side focal persons. This is not a soft variable — it produced the widest spread in the whole dataset.
Thirteen weeks
How students related to the games, the facilitators and the content evolved sharply over the weeks. We divide it into four phases.
Week 1 introduced Beyaynetu Level 1 — rapid categorisation of basic food items. Initial confusion was high; most students adapted after two rounds.
Week 2 moved to Gursha and portion control, and immediately exposed a competency gap. Students who had attended week 1 integrated smoothly. Students who had missed it could not balance portions, because they could not yet name the food groups.
The gap was the first proof the curriculum was actually teaching something. Miss week 1's food groups, and week 2's portioning is impossible to execute. Learning was cumulative — which made absence genuinely costly.
As Digis and Beyaynetu Level 2 arrived, emotional investment deepened sharply. During Digis, students showed real frustration at losing points to danger and event cards — volatility the team read as high intrinsic motivation, not a management problem.
The milestone of this phase had nothing to do with scores. Experienced students began teaching the rules and food groups to teammates who were absent or new. Knowledge transfer had shifted from facilitator-to-student to student-to-student — the guidelines were entering ordinary conversation.
By the midpoint, rule explanations were no longer necessary. Students had achieved mechanical mastery and moved entirely to strategic play — forming alliances to help friends win, and at School 1, competing intensely enough to produce illicit card swapping.
At School 2, players started deliberately avoiding street-food locations in Digis to dodge penalty cards. The clearest evidence in the whole study: choosing to avoid a food source to prevent a consequence means the logic of the guidelines was understood, not memorised.
They transitioned from simply memorizing food names to understanding the simulated consequences of dietary choices.Project insight, weeks 7–10
This phase also took the heaviest hit from the academic calendar. National exams, holidays and election-related absences broke up team cohesion, and mixed groups of unfamiliar students consistently showed lower energy and poorer communication.
Beyaynetu Level 3 arrived and revived the flagging groups. But the breakthrough came in week 11 at School 5: asked what they had learned, students described — unprompted — reorganising their actual daily meals at home around the game's rules. School 4 echoed it.
Week 13 was emotionally charged across all six schools. Students were genuinely sad it was ending, and named what they would miss — a safe, highly interactive space where complex material arrived without a lecture attached.
Quantitative analysis
Target: 50 students per session per school. Week 1 cleared 50% everywhere, several above 60% — launch novelty and tournament framing doing their work. Retention is where the schools separated.
Comparing weeks 1–7 against weeks 8–13 showed a drop in four of the six schools. The repetition of the same core mechanics had worn the novelty off.
After introducing tangible rewards, School 6 climbed from 67.4% to 80% and School 5 stabilised. School 3 and School 2 barely moved.
Incentives sustain motivation but cannot overcome deep institutional or scheduling barriers. The fix for a school like School 3 is structural, not material.
A weekly data or voice package went to each day's top scorer, every week, for the rest of the intervention. At the midpoint we asked students what they actually valued, and added EarPods and club jerseys for consistent attendance and high scores.
The effect was immediate: renewed interest, steadier attendance, and harder play. The honest trade-off — it shifted motivation from intrinsic to extrinsic.
Qualitative analysis
Comprehension built cumulatively across the thirteen weeks, which cut both ways: students who missed foundational sessions visibly struggled and felt isolated when grouped with peers who had played continuously.
The games taught us about food, and I actually changed my own eating habits because of it.School 4
The games helped me understand how to organize my diet daily to live healthy.School 6
I want to focus on my meals more going forward.School 1
Session quality depended heavily on social stability. Merging unfamiliar students dropped gameplay quality — hardest in Gursha, which needs strong intra-team communication. Fast, competitive players sometimes intimidated quieter ones into disengaging, so Game Masters stepped in to keep participation fair.
What broke
Running a longitudinal study across six institutions produced friction that had nothing to do with the games. The team logged all of it.
Weekly review and planning meetings ran between the research and project teams for all thirteen weeks — upgrading gameplay week to week, catching facilitator fatigue early, and replanning logistics against whatever the school calendar had just done. Staying responsive rather than rigid is the only reason the compression was survivable.
Closure · 6 July 2026
The closing event brought together the Ministry of Agriculture, EPHI, WUR, school directors and focal persons from all 12 schools — intervention and control — along with top-performing students and their families.
Some school directors and focal persons had never quite grasped why board games belonged in a school. So the event sat them down at the tables. Playing the games — and finding they demand real cognitive and nutritional focus — closed the understanding gap faster than any presentation had.
Top-scoring adolescents then took the stage to describe their own behavioural shifts. Unscripted, from the students themselves, in front of the people who decide whether this continues.
Physical game sets went to all 12 schools — control schools included, each package with full rules so those students can learn independently. Intervention students already have the mechanics mastered well enough to form clubs and teach their peers.
That is what converts a research instrument into a community asset: the games stay in the schools, and they no longer need a facilitator to be played.
What's next
The final phase takes the methodology national through social media — framing healthy eating as a level-up, not a chore — and offers donors and institutional funders a validated, evaluation-backed model ready to scale.
High-energy, trend-driven content aimed at the younger demographic — the same audience the games were designed for.
Young adults and parents. Lifestyle integration and community building rather than instruction.
Data-driven posts for policymakers and educators, establishing the scientific and institutional credibility of the approach.
Health advice on social media gets ignored because it arrives as a one-way instruction — the same failure mode the classroom lecture hit in Round 1 of co-creation. The campaign target is 25% of viewers actively engaging.
The tactics follow from that: posting a common unhealthy habit and asking which one people struggle with, using Instagram's "Add Yours" to collect real meals, and posing genuinely contested questions — who is responsible for teaching children about nutrition, the school or the parents?
Tracking focuses on shares as the measure of reach, and on the ratio of engagement to views.
Having deployed the validated game across thirteen weeks, we have handed the physical games to the schools for sustainable use and are launching a digital campaign to scale this nutritional impact nationwide.Project conclusion, July 2026