Hunting the tiger
There is fear and anxiety caused by daily exposures of front line workers dressed in Personal Protective Equipment (PPE) to children. Children see frontline workers as they conduct contact tracing from house to house, share prevention messages, and during media coverage, and this has far reaching psychological effects as children develop cognitively. 'Hunting the tiger' is a mobile game app that supports parents/caregivers and Early Childhood Development (ECD) teachers to assist children calm their fears, reassure safety and security, whenever they see front line workers in PPEs, and at the same time introduce the language of prevention of COVID 19 pandemic.
Globally, children under between ages 3 to 5 years are estimated to be more than half a billion. COVID-19 is a global pandemic and these children are likely to interact with the response, which currently holds uncertainties in terms of its end . If these children are not supported to cope, the persistent fear and chronic anxiety are likely to affect how these children learn, solve problems and relate to others. In Kenya, a Lower Middle Income Country, children ages 3 to 5 years comprise approximately 13% of the population. The inaction on supporting children to cope with persistent anxiety and chronic anxiety due to exposure to aspects of the COVID-19 response such as frontline workers with PPEs coupled by a high prevalence deprivation of 45% among children will have far reaching consequences not only to the child's development but to building a thriving and prosperous nation. 'Hunting the tiger' presents a tool to support children and parents/guardians to demystify COVID19 especially PPEs to ensure that children develop in a safe and secure environment.
'Hunting the tiger' is a digital game that allows children to learn more about PPEs and COVID-19 in a simple, relatable and fun manner. Primarily it demystifies the use of PPEs and supports young children to understand some of the simple lingo that is used day-to-day as we respond to COVID-19. The game will be played by both parents/caregivers and the children, and early childhood teachers in play schools. The game takes children through a hunting expedition of a tiger and along the way they meet characters that introduce and demystify PPEs to them as well as introduce CIVID-19 in simple terms. This exercise, when done with parents/caregivers and also with Early Childhood teachers calms fears and anxieties and gradually builds safety and security. The mobile game app will use gamification processes with animal characters that are universally relatable.
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Children ages 3- 5 years & Parents/Caregivers: The digital game will directly target children ages 3-5 years. We held focus group discussions with parents/caregivers who have children aged 3-5 years. The words that the children used after seeing front line works with PPEs included; ghosts, monsters and bad men. The parents/caregivers also explained that it was hard to explain to the children about the PPEs and the COVID-19.
Government and stakeholders delivering children services: The digital game will provide key stakeholders a tool to support children with understanding and demystifying fear on COVID-19. Early childhood teachers will specifically use this game as tool in play schools.
'Hunting the tiger' a digital game for children aged 3 to 5 years is part of the response in COVID-19 pandemic. It gives parents/caregivers and communities a tool to address psychological effects of COVID-19 among very young children who are likely to be by passed as the world responds to the pandemic.
- Concept: An idea being explored for its feasibility to build a product, service, or business model based on that idea
- A new application of an existing technology
'Hunting the tiger' offers a fun, simple and interactive way to support children cope with COVID-19 prevention measures, especially frontline workers dressed in PPEs. The mobile game app is a tool that improves the way, often busy, parents/caregivers and early childhood teachers explain about COVID-19 and PPE to children. Further, it offers consistency in messaging that can be replayed by anyone taking care of a child.
'Hunting the tiger' is a mobile game and it will use digital technology. The technology partner will support us on the specifics of this.
The use of games to share information and for entertainment is widely accepted in Kenya, and globally. Feasibility and desirability will be tested for our game.
- Audiovisual Media
- Software and Mobile Applications
Goal: Contribute to strengthened COVID-19 response among children, and enjoyment of early childhood.
Outcome: Improved cognitive development among children.
Intermediate outcomes: (i) reduced fear among children coming from COVID-19 prevention measures; (ii) reduced anxiety among children coming from COVID-19 prevention measures (iii) improved support to parents/caregivers/ecd teachers in communication to children ages 3-5 years regarding COVID -19
Outputs: (I) Number of parents/caregivers playing 'hunting the tiger' with their children(ii) Number of ECD teachers using 'hunting the tiger' as a resource material (iii) Hunting the tiger developed and deployed
Activities: (i)Digitize the content for hunting the tiger(ii) Develop the game (iii) Conduct activations in the communities (iv) roll out a social media campaign to popularize the game
- Children & Adolescents
- Rural
- Peri-Urban
- Urban
- Poor
- Low-Income
- Middle-Income
- 3. Good Health and Well-Being
- 9. Industry, Innovation, and Infrastructure
- Kenya
- Kenya
- Tanzania
- Uganda
Currently the solution has been discussed with three focus groups of diverse set ups. two among parents/caregivers each comprising of 12 members and the third was a group of 6 ECD teachers.
In one year the solution can serve up to 500,000 direct beneficiaries, with 10,000 in the three months PoC and the 490,000 as a scale up.
In five years, the solution can serve up to 7 Million direct beneficiaries
Our goal for the next year is to have executed a proof of concept(3 months) and scaled up the game
Our goal in the next five years is to have contributed to strengthened COVID-19 response among children, and enjoyment of early childhood.
Our barriers are as follows
- Technological expertise
- Developing a sound business model & funding and revenue model for a low income country population.
- Seed funding
Technology expertise: Finding an expert that can develop a game in Kenya has been challenging. We have applied to Solve to tap to wider resources to address this challenge.
-Further, we would like support in developing a business model and sourcing for seed funding
- Not registered as any organization
'Hunting the tiger' is a concept developed by Anne Gitimu and Timothy Kinoti as individuals.
Two full time and one contractual.
Anne Gitimu is a public health and public policy expert and has worked with children in the health sector for more than a decade. Further, Anne has gone through the Design Thinking course from MIT which helped in identification of the problem and ensuring that users of the game are at the center. Anne connection with communities will be crucial in scaling the prototype.
Timothy Kinoti is a renowned impact evaluation expert and has demonstratrable skills in adaptive learning and social impact investments. Timothy will be key in forging partnerships for scale up and supporting adaptive learning as well as measurements for impact.
Contractor/partner: We are sourcing for technology support is game development and testing.
None at the moment
Value proposition to the populations
Children: A safe and secure environment free from persistent fear and chronic fear from CIVID-19 mitigation measures. Improved cognitive development and better chances of prosperity as individuals.
Parents/Caregivers/ECD teachers: A simple tool that enables then to support children effectively thus giving them a chance to concentrate on other productive work that can improve the Child's life.
Country: Improved human capital
- Individual consumers or stakeholders (B2C)
However, early thoughts on this is that we will use a cross subsidization model where we will use part of the revenue of those who can download the game will pay for those who are extremely poor. Part of the reason for applying to Solve is getting support to ; Develop a sound business model an d Develop a funding and revenue plan
Technology expertise: Solve can support us in getting a technology partner
Funding: Solve can support us to reach grantors and venture capitalists
Developing business model, and funding & revenue model: Solve can support us get expertise to have a robust business model
- Business model
- Solution technology
- Funding and revenue model
Solution Technology: We are looking for partner to join us and support the development of the game
Business Model & Funding and revenue model: We are looking for experts who can support in developing these models for low income countries.
MIT faculty or initiatives
Solve Members