Phase 2October 2025 – February 2026Validation, training, readiness

Testing

A game that works in the room where it was invented has proven nothing. So we tested twice — first with the co-creators, then with teenagers who'd never heard of the project — before building the machine to deliver it.

Internal validation · 28–29 October 2025

Testing with the people who built it

Both original cohorts returned to play the first real prototypes. We measured two things: did the games teach the guidelines, and were they actually fun?

Playtest session with the co-creation participants at School 7
Internal validation at School 7, the co-creation site. Students were also asked to judge whether their own rules had survived into the produced version.

Content passed. Mechanics did not.

The nutrition content integrated cleanly — students engaged with the guidelines naturally during play, without it feeling like a lesson. The main thing being tested, and it cleared.

The mechanics were the problem. Students repeated their taste for competition and challenge, and were blunt: one game ran far too long, with unclear rules and confusing scoring.

Recorded limitations

Two honest caveats, logged rather than smoothed over: peer pressure visibly shaped the favourite-game vote, and the sessions ran after school, when students were already tired.

External validation · November 2025

Then with people who had never been in the room

We revised the rulebooks on the internal feedback, then a completely fresh cohort — no context, no memory of designing anything — played all three prototypes. The only way to tell whether rules are genuinely learnable rather than simply remembered.

Students playing the food-group sorting game
Prototype 1 · Food groups

Snatch and sort

Fast card play — grab cards and sort them into food groups at speed, so the pressure falls on recognition and reflex rather than deliberation.

The clear favourite of the blind cohort. Some food items were unfamiliar at first, but the pace kept energy high throughout.

Learning outcome: a clear grasp of the food groups, with a marked improvement in identifying grains and white roots.

Cleared for rollout
Students playing the portion and feeding game
Prototype 2 · Portions

The gursha

Builds the physical act of feeding another player into the board game itself — something every tester said they had never encountered in a board game before.

Rules felt confusing in the first minutes and became intuitive as soon as play started. Testers reported high replay value and said repeat plays would teach them more.

Learning outcome: hit its target exactly — students could state the recommended amounts and proportions from each food group.

Cleared for rollout
Students playing the food environment game
Prototype 3 · Food environment

Where food comes from

The most ambitious of the three. Players navigate the food environment and make choices based on where food is sourced.

Testers liked the idea and struggled with the execution: too long to play, and the core concept, rules and scoring were all hard to grasp. They asked explicitly for a clearer explanation of how to play and how to win.

Learning outcome: the message still landed — students could identify where to access healthier versus unhealthier food.

Sent back for simplification
Evidence chain 09Content passed, mechanics needed work
Observed

Across both cohorts, the FBDG messaging embedded successfully in every prototype. Prototype 3 consistently ran long and confused players on scoring.

Evidence

Blind testers ranked Prototype 1 first on engagement, reported Prototype 2 intuitive after a slow start, and asked for a rewritten explanation of Prototype 3.

Design decision

Take 1 and 2 forward. Simplify 3's rules, scoring and playtime, and give 2 a collaborative narrative wrapper — a school bell, a lunch break, a balanced meal to assemble together.

Strategic review

Three decisions that shaped the study

With both test rounds done, we checked readiness for the long intervention. Three problems surfaced — none about whether the games were good.

  1. Game Masters cannot only know the rulesStudents asked spontaneous, unscripted questions about food groups, portion sizes and specific ingredients mid-game. A facilitator who can only referee cannot answer them — so nutritional training became a required half of the curriculum.
  2. The same game every week becomes a choreA fast game is compelling once. Played identically for months, it decays. Progressive levels were designed in: new constraints and advanced rules that unlock as the weeks pass, so difficulty grows alongside the students' knowledge.
  3. Portion control needed a storyThe gursha game worked, but it sat in the abstract. The team wrapped it in a scenario students actually live — the bell rings, lunch is short, assemble a balanced meal together — so the behavioural lesson has somewhere to land.

Closing the loop with the co-creators

Before the study began, the team returned to School 7 to hand the finished games back to the students who invented them — showing exactly how their complaints about rules, scoring and length had been fixed.

Every co-creator's name is printed on the back of each rulebook. Physical sets went to the school and its student clubs — turning a research instrument into part of school life.

Handover session with the co-creator adolescents and the school principal
The School 7 handover: playing the refined games with the co-creators, and delivering finished copies to the school.

Phase 3 readiness · January – February 2026

Building the delivery machine

Ethical clearance arrived on 22 January 2026 and unlocked the school-based study. Rather than wait for the research team's baseline assessments (the COM-B and DQQ instruments), the delivery team built capacity in parallel.

Game Master training session in progress
Game Master training. Two full-day batches: 26 January and 5 February 2026.

Mornings on mechanics, afternoons on nutrition

Mornings: play the games until the rules are instinctive — you can't run a room around a game you've only read about. Afternoons: the Ethiopian guidelines and the food groups in the deck, so a surprise question mid-session gets a real answer, not a deflection.

Game Master candidates running role-play sessions
Role-play vetting, judged by experienced Game Masters from Chewata Awaqi, Efuye Gela's gaming venture.

Selection was a filter, not a formality

Candidates ran sessions while peers role-played the adolescents. Not everyone can hold a room of energetic teenagers — the exercises found that out before any student was involved. Four criteria decided it: patience and empathy under pressure, friendliness rather than authority, flawless rule comprehension, and quick fair judgement when an argument breaks out mid-game.

The study design

Twelve schools: six control, six intervention, balanced across three government and three private. We visited every intervention site before launch to agree schedules and venues with each school's focal person.

School 1Mondays
School 2Tuesdays
School 3Wednesdays
School 4Thursdays
School 5Fridays
School 6Fridays
Evidence chain 10The lunch break problem
Observed

Every school returned the same answer: sessions could only run during the students' lunch break. Pulling students from class or keeping them after school was not feasible anywhere.

Evidence

Lunch is the most valuable free time an adolescent has. Forcing a choice between eating with friends and playing an educational game is a serious drop-out risk across a months-long study.

Design decision

Design the logistics around the meal, not against it. Games set up in advance, session times strictly respected, students able to eat before or while they play.

Onboarding: sell it as a tournament

Before the first session, the team ran an onboarding day at each of the six schools. Deliberately not framed as a research study — being a research subject is an awkward thing to be — but as a long-running competition.

  • Weekly visits — a firm commitment to turn up every week.
  • A tournament — with a grand prize for the highest scorers at the end.
  • Prizes throughout — not just at the finish line.
  • Certificates and connections — official recognition, and an offer to link students to future opportunities based on their interests.

It answered the only question that matters to a fifteen-year-old giving up a lunch break: what's in it for me. The team credits it directly for the strong week-one attendance.

Onboarding session with students at one of the intervention schools
Onboarding at School 6 and School 5. Expectations set before a single card was dealt.