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. delivered in thirteen weeks.
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.
Thirteen weeks
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
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