Mission: Energizer

Illustration

A tabletop interactive card game that encourages children to adopt behaviors essential for a healthy lifestyle through fun gameplay and the integration of physical activity and other healthy habits.

The key feature of the game is its ability to illustrate alternative mindsets and behavioral habits instead of those that are unhealthy, although often popular.


Health is about feeling good, not about the numbers on the scale or height chart.


Testing

The testing process focuses on evaluating how appealing the game is to children aged 10 to 14, how they perceive it, which aspects they enjoy most or find interesting, and identifying potential issues or areas for improvement before the final version. Additionally, it provides valuable feedback on the game’s performance in real-world settings, an essential step in developing and enhancing the board game.

When we first started playing "Mission: Energizer" in class, the children's emotions were simply incredible. From the very beginning, the students were very enthusiastic about the bright cards and the fun format of the game. In everyone's eyes you could see real interest and enthusiasm, the game offered something new and unexpected. The children immediately immersed themselves in the process, laughed heartily and rejoiced at each completed task.
What impressed me the most was the interaction between the students. They actively discussed every decision, helped each other and supported in choosing the right options. There was a sense of togetherness that even the quieter and more reserved students suddenly began actively participating in the game. You could see how their eyes lit up with each new opportunity to take a step forward.
In addition to the joy and fun, the children felt proud that they had made healthy choices on their own. After the game, many shared how much they enjoyed having new ways to live a healthy lifestyle. The children constantly turned to me with questions like: "Can we play again?" or "When is the next game like this?" This is the experience that they not only enjoyed the process, but also became more aware of the importance of the topic.
At the end of the game, I noticed how positive emotions prevailed in all students. Their smile and desire to share impressions dominated the classroom for a long time. This game gave the children not only joy, but also a sense of achievement and confidence in their decisions. The game was a great experience that they will definitely take with them in the future.

Svitlana Ivashchenko, practical psychologist
Voronezh Secondary School of I-III grades named after P.O. Kulish
Shostka City Council of Sumy Oblast

Quantitative Indicators

Game facilitators

16

individuals (education professionals).

Participants: At least

99

students aged 9-14 (grades 3-8).

Librarians, teachers, and students:

5

project partner regions.

Qualitative Indicators

  • Effectiveness of the Game

    Testing confirmed that the game successfully encourages children to adopt a healthy lifestyle through its engaging and fun gamified format. An important feature is its ability to illustrate alternative, healthy habits instead of popular but unhealthy ones.

  • Positive Feedback from Participants

    Participants highlighted valuable insights and lessons from the game, which could help shape their healthy habits and attitudes towards life. It is recommended to emphasize these aspects in further development and marketing of the game.

  • Entertainment and Enjoyment Elements

    The testing revealed that the game’s elements contributed to the fun and enjoyment of the participants. It is recommended to maintain these features and potentially expand them to further increase the game’s appeal.

  • Encouraging Reflection on a Healthy Lifestyle

    The game prompted participants to reflect on aspects of a healthy lifestyle, which is a positive outcome. It is recommended to focus on these aspects in the game’s promotion and player instructions.

The game was tested by: Iryna Mytsan, Yulia Venger, Maria Yakusheva, Lesya Levandovska, Tetyana Stykhun, Lyudmyla Stepanova, Oleksandra Misyura, Lidia Cherkas, Kateryna Kogut, Oksana Dryga, Natalya Kucheryaeva, Lina Yakymchuk, Valeria Dikareva, Natalya Panchenko, Oksana Lukyanevych.

"Mission: Energizer" – an online presentation of the board game for developing healthy habits.






Illustration

How can a board game become a child's guide to taking care of their health?

Project Team

Mykhailo Voytovych

Project Leader, Game Design and Mechanics.

Svitlana Babiy

Illustrations and Graphic Design.

Oleksandr Bashnyak

Graphic Design.

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Maryna Braga

Expert Support, Communication Coordinator for the "Act for Health" behavior change project.

Iryna Skorbun

Expert Support, Coordinator for the "Healthy School" initiative in the "Act for Health" project.

Anastasia Zelinska

Content Development Assistant, Testing Coordinator.

Yulia Yushkevych

Content Development Assistant.

Illustration

"Mission: Energizer" is developed by World of Communities LLC on behalf of the Ukrainian-Swiss project "Act for Health".