Our project focuses on the problem of cellphone use in school. Many students feel distracted in class or isolated during recess because of their phones. We wanted to find a way to help students connect with others face-to-face, without having to ban cellphones completely. So we worked on a playful solution to motivate social interaction during breaks.
We chose this topic because we noticed that phones were affecting how we concentrate in class and how we interact with others. Some students use them to study or submit tasks, but others get distracted easily. We didn’t want to ban phones, but we wanted to understand how to use them in a healthier way. That’s why we looked for a solution that helps students stay focused and feel more connected.
We used the Design Thinking process to develop our project. First, we researched how cellphone use affects our focus and relationships at school. Then we brainstormed ideas and decided to create a board game to promote face-to-face interaction during recess. We started with a rough sketch and then designed the board digitally in Procreate. After completing the digital version, we began building a quick prototype using cardboard and colored paper. We’re currently working on the question, challenge, and group activity cards, and designing the game pieces like dice. We also researched materials commonly used in commercial board games, since after testing our prototype with classmates and receiving feedback, we want to create a more polished and durable version. Our intention is for this game to be used at school to encourage social interaction and give students a healthy break from screens.
We are currently building a quick prototype, but we already tested the idea by showing the digital design and doing a short survey with our classmates. Most of them said they liked the idea of a game that helps people disconnect from their phones and interact more. We also learned that many students feel addicted to their phones but would enjoy more group activities if they were fun and inclusive. This helped us confirm that our solution could actually make a difference in our school.
Our results matter because they showed us that many students feel the same way—we all need more real connection and less screen time. This project helped us realize that a simple game can become a powerful tool to bring people together. It also taught us that listening to others and testing ideas really improves the final result. We believe our board game could create a positive change in our school environment.
Our next step is to finish the physical prototype and test it with more students to see how they react while playing. After that, we want to improve the game by using better materials and making it more durable and attractive. We’re also thinking about designing a digital version or creating new themes for different age groups. This way, our game could be used in more schools and help more students connect with each other.
We were inspired by different articles and videos about cellphone addiction, social behavior, and game-based learning. We also looked at existing board games to understand how they are structured and what materials are commonly used. We want to thank our teacher, Claudia G., for guiding us during the whole process, and L. and N. from our team for helping with the design and survey.