Foresight: A Disaster Strategic Board Game by Plot and Play Ventures

Brgy Puguis, La Trinidad, Benguet

Janelle Vincent Dulnuan, Peter Mark Tamayo, Hannah Alipio, Jaina Ashlyn Awas, & Donna Lingayo

Team Plot and Play conceptualized a tabletop boardgame called Foresight. A group of players will have to deal with a disaster scenario and survive the disasters. The team added the issue about lack of knowledge on emergency kits and the shelters. Likewise, we are trying to put emphasis that learning should be more interactive to increase knowledge retention, skill development or behaviour change.

Our vision is to make the people, especially the youth, more prepared for disasters. The students should be at the centre of the learning experience to transition from a “passive vessel” to a more “active participant”.

CONNECT WITH US!

We need to reach more children and youths to to develop disaster foresight! We aim to have a zero casualty for their age range by educating them in a way that will stick right to their core. Collaborate with us, contact us to reach your communities and help us in developing a full day module on disaster preparedness and to also create more innovative tools on critical thinking and creative thinking. Your financial support will go a long way for our continuous research, board game improvements, trainings in different localities. This was done together with the youths from day 0 until we have created our tool. From idea to realization, they were a part of it. Help us sustain this project live on!

tulongkabataanilocos@protonmail.com

Know more about our story!

Our main objective is to create a solution where gamification process is merged with a serious topic as disasters, while inducing a positive change in behavior towards learning.

LEARNING AS GROUP CULTURE

Janelle Dulnuan saw the call for proposals in October 2017 by Tuklas Innovation Labs and broached it to her startup group. It had been barely a year since the group, which they named Plot & Play Ventures, was established by Janelle and her college friends, all registered nurses who wanted to make a difference in the community.

It started from the idea of contributing through something that has not been done before. From there, Janelle and her friends decided to form an organization that will provide social entrepreneurship-centered innovations.

According to the group’s mission-vision, they seek partnership with public and private sectors to create innovative products and services for the community.

In the first weeks before the proposal deadline, Plot & Play thought of submitting an idea for a website that addressed generally-taboo health issues like HIV and STDs. However, with some consideration of the community involvement required by Tuklas, they decided to submit a proposal for a disaster-themed board game.

Due to excellent writing and pitching skills, as well as the innovative twist of developing the board game with community-based youth, the team was able to get a much-coveted slot on the 10 Tuklas innovations for Northern Luzon.

A BOARD GAME- FOR DISASTER?

Board games aren’t really new. But only upper middle class youth often get to try the more sophisticated board games. Magic: The Gathering or even Monopoly, a board game that has been around for a long time in western countries, is not really widely-known in the rural and provincial parts of the Philippines. There’s chess and Chinese checkers, or some local variation of it, but not the type of board game the team envisioned.

During the inception meeting with the community, the youth of partner barangay Puguis, in La Trinidad, Benguet were enthusiastic about the project. It was a new concept: the idea that a board game can be used for disaster risk awareness and preparedness.

It was difficult for the team at first to get feedback other than positive ones but as the rapport between the community youths and the team grew, more constructive criticism came in. These, along with key learning by the team members themselves, became the triggers for the team’s pivots in their innovation design.

The first prototype the team created were made of cut-out materials that were cheap. They wanted to learn fast to inspire action faster. They decided to conduct two playtesting of the first prototype: one with the Puguis youth and another with an external community of board game enthusiasts based in La Trinidad and Baguio City. The latter playtesting yielded more technical feedback, more on the game questions and mechanics, while the feedback from the former generally asked for simpler gameplay.

To facilitate innovative thinking, Plot & Play conducted a workshop on Design Thinking with the community youth, in partnership with the Sangguniang Kabataan (SK) officials of Barangay Puguis. This paved the way for the playtesting of the second prototype and feedback gathering.

“Our main objective is to create a solution where gamification process is merged with a serious topic as disasters, while inducing a positive change in behavior towards learning” said Janelle.

The team themselves resolved to design a desirable product that takes into account the people’s needs, experiences, and preferences. According to Janelle, they were always asking ourselves the question, “What matters to them (the community)?”.

With this approach, the team was able to create two more prototypes using different approaches. These were observed by the project reviewers in the June, September and December quarterly reviews.

Innovation experts and board game enthusiasts, Marc Valmores and Oliver “Birdie” Salva noted the board game’s potential but repeatedly suggested exploration of more engaging and simpler gameplay. The resulting third prototype attested to the team’s commitment to do just that. DRRM expert reviewer, Ms. Edna Luna had difficulty in comprehending the gameplay of the first two prototypes. She chalked it to her seniority in age and lack of experience in playing board games.

“By December, I finally learned how to play the game!” Ms. Edna happily reported.

KEY LEARNING POINTS

Several factors delayed the project implementation:

  • Slow or poor communication of workshop schedules to community youth outside the barangay center;
  • Conflicting schedules with barangay activities and school-related events; and
  • Heavy rain and typhoons (August and September).
  • The team was able to surpass these, with support from the Tuklas Northern Luzon Lab, which extended the implementation period of all teams after Super Typhoon Ompong devastated the region.

On their Sustainability Plan, the team shares their plan to go on developing the board game for mass production, pending further iterations.

The team plans to crowdfund future prototypes and register the venture as a social enterprise. Beneficiaries will be the indigenous youths of the community, with some funding for their families via emergency livelihood post-disaster. Additionally, the team is also working on modules for paid workshops on Design Thinking with non-government organizations, while creating innovative toolkits for design thinking, creative thinking, critical thinking, positive thinking for the youth.