We all know, that learning must be fun! We believe that by educating in an entertaining and interactive manner, children will have a better learning experience, which in turn will reflect on their personal development and health. There is a huge need for educating young people on topics that are sometimes difficult to discuss. Through gamified learning experiences, Lulu Lab seeks to address these knowledge gaps within SRHR and mental health that exist in so many countries.
By raising awareness on these taboo topics, our young players will be more knowledgeable and able to make informed decisions on their own health. A lack of knowledge about SRHR can result in a greater vulnerability to sexually transmitted infections, early pregnancy and dropping out of school. Mental health issues such as anxiety and depression are often neglected but can have devastating effects on the quality of life. Providing both girls and boys with greater knowledge about SRHR as well as mental health, increases better life choices, as well as respect and understanding of each other’s health and wellbeing.
3.1. By 2030, reduce the global maternal mortality ratio to less than 70 per 100,000 live births
3.4. By 2030, reduce by one third premature mortality from non-communicable diseases through prevention and treatment and promote mental health and well-being
3.7. By 2030, ensure universal access to sexual and reproductive health-care services, including for family planning, information and education, and the integration of reproductive health into national strategies and programmes
We wish to give everyone the opportunity to learn about sexual and reproductive health and rights as well as mental health, including both boys and girls. From our fieldwork in Kenya and Ethiopia, we discovered how our users enjoy playing and learning on our app individually but even more in groups. Using our game as a platform in a social setting, further aids young users and their teachers to foster an open and honest debate around taboo topics that are otherwise difficult to speak out loud about. However, if the user prefers to have some privacy while playing the game, there is an option to play in ‘private’ mode which is muted and text-only, and another option is to use your headphones.
Lulu Lab’s app is based on visuals and voice-overs, which means that everyone can play, regardless of reading or writing skills. And even better, this enables us to easily translate our game to other languages, adapt our visuals to other cultures and change our content to other educational topics. Keeping English as our main language on the app also gives our users the opportunity to practice a foreign language.
4.1. By 2030, ensure that all girls and boys complete free, equitable and quality primary and secondary education leading to relevant and Goal-4 effective learning outcomes
4.5. By 2030, eliminate gender disparities in education and ensure equal access to all levels of education and vocational training for the vulnerable, including persons with disabilities, indigenous peoples and children in vulnerable situations
4.A. Build and upgrade education facilities that are child, disability and gender sensitive and provide safe, nonviolent, inclusive and effective learning environments for all
Lulu Lab works to empower girls and young women to take charge of their own bodies and health. By educating girls - and boys(!), about the many taboo topics related to SRHR and mental health, we strive to reduce school drop-out rates, which allows girls to finish their education and thus receive equal employment opportunities. In the long term, this will strengthen economies, cultural and political environments, and fuel sustainability. From our fieldwork in Kenya and Ethiopia, we were happily surprised to see how our male and female users are equally enthusiastic to learn more about both pregnancies as well as how their own bodies function and change.
We want to help ensure that girls have the same opportunities as boys, which we also demonstrate through the co-creation of games with boys and girls from schools in Eastern Africa and Denmark (see our latest news here!). With these inputs, we receive valuable insights into their most urgent needs and base the game topics on these to help them move in the right direction.
5.1. End all forms of discrimination against all women and girls everywhere
5.3. Eliminate all harmful practices, such as child, early and forced marriage and female genital mutilation
5.B. Enhance the use of enabling technology, in particular information and communications technology, to promote the empowerment of women
We believe that high-quality education must be accessible for everyone. Whether you live in an urban or rural area, whether you have access to internet or not, we believe that providing offline scalable tech-solutions like Lulu Lab’s app can help reduce the growing inequality.
“Economic growth will not be sufﬁcient to reduce poverty if it is not inclusive. Yet by some measures, inequality is growing, and there remain large disparities in people’s access to health and education services.” - UNFPA
Lulu Lab’s app works both online and offline, in order to reach marginalized communities and societies. Many students in rural areas of Eastern Africa may not have smartphones or tablets, but an increasing number of schools and NGO’s have set up computer labs. Therefore, we have developed an offline desktop app so that we can continuously reach more children. What do we do for our mental health game in Denmark? Deliver it to your pocket!
10.2. By 2030, empower and promote the social, economic and political inclusion of all, irrespective of age, sex, disability, race, ethnicity, origin, religion or economic or other status
Lulu Lab’s big heart beats for social development and partnerships! Our app is developed to enhance the already existing efforts of our partners in Eastern Africa and Scandinavia. Through strong partnerships with local NGO’s, schools, municipalities and companies, we conduct co-creation workshops with our users where they are, to make sure that our game matches their needs and to ensure that our game is build on local capacities.
“Achieving the Sustainable Development Goals will require partnerships between governments, the private sector, and civil society. These partnerships must be built on a shared vision and understanding of the world. Goal 17 calls for increasing “the availability of high-quality, timely and reliable data.” - UNFPA
When our users play our game (anonymously), we learn more about their knowledge level and learning progress. We analyze and visualize the results for our partners, which for example helps them improve educational efforts, evaluate and monitor interventions, and report back to donors. In a digital, reliable and up-to-date manner, we are able to gather important information, without the time-consuming surveys and outdated excel sheets.
17.18. By 2020, enhance capacity-building support to developing countries, including for least developed countries and small island developing States, to increase significantly the availability of high-quality, timely and reliable data disaggregated by income, gender, age, race, ethnicity, migratory status, disability, geographic location and other characteristics relevant in national contexts