Pragati Games

Pragati is a package of nine interactive games developed and refined through robust proof of concept and pilot testing in Nepal. Through game-play and critical reflection questions, they sparked challenging conversations in communities around fertility and social norms that drive birth timing and family size.

The Pragati games featured were developed under the Fertility Awareness for Community Transformation (FACT) Project in Nepal. The games utilize adult learning techniques that challenge negative social norms in non-threatening ways to facilitate change.

FACT is testing two primary hypotheses:

  • Increased fertility awareness increases family planning use and the intention to use family planning.

  • Expanding access to FAM increases uptake of family planning and reduces unintended pregnancies.

In Pragati, these hypotheses were found to be true. Pragati effectively increased fertility awareness and established an enabling environment for family planning use.

Source: Georgetown University

Date of Publication: March 25, 2019

Pathways to Change [Game and Moderator’s Handbook]

Pathways to Change is a behavior change tool in the form of a simple game. The goal of the game is for small teams of players (3–6 people per team) to identify several facilitators that would help a specific character achieve his or her behavior change objective by changing a specific negative behavior, and to identify several barriers that would make it more difficult for him or her to achieve this objective. These barriers and facilitators are then used to create a story about how the character changed his or her behavior. The game serves two purposes: it helps teach small groups of the target population about key concepts in behavior change and it also helps the moderator of the game learn more about barriers and facilitators to change from the perspective of the target population. This manual explains in detail how the Pathways to Change game is used and what role the moderator plays. Before using this Moderator’s Handbook, it is recommended that Pathfinders are given a training in behavior change and given the experience to play the game themselves.

A low-literacy version of this game is also available.

Source: Centers for Disease Control and Prevention, Global Health Communcations, Pathfinder International

Date of Publication: March 25, 2019

Love Garden Board Game

Saath-Saath Project (SSP), (2011-2016) funded by United States Agency for International Development (USAID) provided HIV prevention, care, support and treatment services along with family planning (FP) services, referral and gender-based violence (GBV) prevention and mitigation services through its outreach activities and expanded integrated health services (EIHS) sites. The project worked in partnership with Government of Nepal (GoN), Ministry of Health through National Centre for AIDS and STD Control, Family Health Division, Logistic Management Division, National Health Training Centre, and National Health Education Information and Communication Centre.

SSP’s goal was to reduce the transmission and impact of HIV and AIDS and improve reproductive health among selected key affected populations (KAPs).

The Love Garden (“Maya Ko Bagaicha”) Board Game was developed to encourage initiate discussion among FSWs and clients of FSWs who think that their regular partner is faithful and therefore do not see any risk in having sex without a condom. This game also is a discussion-starter about how HIV and STI can be transmitted by having multiple partners.

Source: FHI 360

Date of Publication: March 25, 2019

GoodLife TV Quizzes

A month prior to the start of each season of the GoodLife Game Show, 30-second educational TV spots with quizzes were broadcast 8-10 times per day or more. Viewers were encouraged to text in responses to the quizzes to win prizes.

The quizzes helped to promote shows for the upcoming season and maintained visibility of the GoodLife brand at a low cost between each season. Each season contained a total of four GoodLife TV Quizzes.

Source: Johns Hopkins University Center for Communication Programs, Family Health Division of the Ghana Health Service

Date of Publication: March 25, 2019

Color Pass Game

Suaahara was a five year (2011-2016) project funded by USAID aimed to improve the nutritional status of women and children in 41 districts of Nepal. The project focused on improving health and nutrition behaviors at the household level through promotion of Essential Nutrition and Hygiene Actions (EN/HA), particularly Maternal, Infant and Young Child Nutrition (MIYCN), and addressing other determinants of under-nutrition, such as availability of and access to food, hygiene, quality of health care, child spacing and socio-cultural factors including gender and marginalization.

Suaahara was implemented by a consortium of partner organizations led by Save the Children.

Technical direction to Suaahara on Social and Behavior Change Communication (SBCC) was provided by the Johns Hopkins School of Public Health (JHU/CCP) SBCC team. The team supported the Suaahara partners and Nepal government to develop a research-based SBCC Strategy and then to implement innovative behavior change interventions at the family, community and national levels under a national unifying theme Bhanchhin Aama Campaign. Results show that these activities had measured impact on increasing knowledge, improving attitudes and behavior for nutrition among 1000 days families.

Integrated (Unifying Theme-Bhanchhin Aama) Campaign: Suaahara developed and implemented the integrated Bhanchhin Aama (“Mother knows best”) cohesive platform which linked varied messages and reinforced recommended actions through a wide array of channels including mass media (radio programs, radio spots and billboards), print, and social mobilization. The platform involved multiple sectors (nutrition, agriculture, WASH, health service promotion, family planning), linked Suaahara partners, government and others, and had multiple messages for every target audience (pregnant women, husbands, newly married women, mothers-in-law, etc.).

The SBCC strategy established an internal quality materials review and production system to ensure that all partners in the consortium had mutually reinforcing, quality materials developed, pretested, produced and disseminated to the end user.

Color Pass Game

Suaahara developed and produced Color Pass Game on the content Hygiene and Sanitation and importance of growing and consumption of Dietary diversity food targeting to Child Club members and students.

Source: Johns Hopkins Bloomberg School of Public Health/ Center for Communication Programs

Date of Publication: March 25, 2019

Changing Experiences through Empathy – The Adventure Series

This is a case study of a team that designed an environment and game to help children who need to undergo tests using medical diagnostic machines that seemed frightening to them. The team created an environment that was fun and lighthearted, using human-centered design to do their research.

Their creation is called “The Pirate Adventure” and in this environment a visual transformation of the equipment that was available before patients are on a dock. There is a shipwreck and some sand castles in the corner. Children then work on the plank to be scanned. The Coral City Adventure in the emergency room gives children an underwater experience. It has a disco ball that makes light like bubbles around the room; children get into a yellow submarine and listen to the sound of harps whilst the procedure takes place. The Cozy Camp gives children the chance to be scanned in a specialized sleeping bag, under a starry sky in an impressive camp setting.

Some positive impacts include:

  • Patient satisfaction scores went up 90 percent.
  • Children do not suffer of anxiety anymore
  • It makes it easier for children to hold still during the procedure what in turn prevents the doctors from having to repeat the scan
  • This less need for anaesthesiologists meant more patients could get scanned each day, which heavily impacts the financial side of the equation

Source: This is Design Thinking

Date of Publication: March 25, 2019