What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation?
1) Food Fury Game prototype – The Food Fury Game was designed to teach children the basics about how to categorize foods as Go, Slow or Whoa, representing a classification of foods by their health characteristics. These categorizations are based on information from the USDA, CDC and are essential basics of the CATCH curriculum. The game requires children to match like food items to create chains to get points. To get to level three of the game requires practicing this repetitive matching task successfully for approximately 30 minutes. Of the 8 children in our convenience sample , 7 were female and 1 male, three in 3rd grade, three in 4th and three in 5th, and 5 were African American, 2 Caucasian and one Asian. Six of the 8 indicated they had a computer at home and on a scale of 1 to 5 (5 being the highest) they rated themselves on average a 3.6 for computer competency, 3.8 on frequency of computer use, and a 4.1 on internet frequency of use.
How many people have you served directly?
The Food Fury Game Prototype has been tested with over 30 kids from our YMCA parterres in Houston Texas and with children participating in the Get Outta My Face Program from Bend, Oregon
The CATCH Kids Club Exercise intervention – was tested on 16 after school program sites across Texas.
How many people have you served indirectly?
The Food Fury Game Prototype – The game prototype is located on the Internet for free and has been marketed in a variety of ways to improve hit rate.