Flip! Healthy Choices: The Wellness Card Game
Dr. Joey Lee, 2025 Fellowship CohortResearch Summary
Flip! focuses on developing a card game for pre-K to early-elementary aged kiddos focused on health promotion and designed to build early “wellness literacy” (healthy eating, movement, and everyday self-care habits) through short, playful rounds of gameplay.
The project uses game-based learning and behavior-shaping techniques that are developmentally appropriate for ages 3–7: simple prompts, quick feedback loops, repetition, adult-facilitated reinforcement of learning, and most importantly, fun! The game is a structured flip-and-respond mechanic in which children draw a “Flip” card which provides instruction on their turn about how to interact with the main deck (e.g., flip 2 cards, flip 1 card and pick a friend to flip 1 card, or everyone flips 1 card). Children then flip a card from the main deck and identify whether it represents a healthy behavior, an “oops” behavior, or a movement/action scenario, and they act accordingly.
The Problem: Healthy habits start early but most learning tools don’t meet kids where they are. Young children need engaging, hands-on ways to learn wellness alongside adult guidance and role modeling.
The Innovation: Flip! turns healthy learning into play. Through quick, interactive gameplay, kids practice real-life wellness habits in a fun, social, and memorable way.
Community and Industry Impact
Flip! brings together students and faculty across health, game design, and business to create a real-world product with impact. By partnering with preschools, homeschool networks, and community spaces, the project connects academic innovation directly to the audiences it serves.
Student Engagement and Mentorship
The project creates meaningful opportunities for students to engage with wellness and healthy literacy, beginning in K-12, to create foundational skills that will carry on throughout their lives.
Increasing UCCS Visibility
With light design support and a modest production budget, Flip! can be rapidly piloted and distributed in community settings. Positioned as a university-backed, evidence-informed tool, it offers a fun, repeatable, and scalable way to make healthy habits stick for young learners.
Card Designs
Timeline
PROJECT DELIVERABLES
Limited-run production support (print-ready files, proofing, and a small pilot batch of decks plus simple packaging and an instruction card)
Partnership access for field testing (connections to campus-affiliated childcare/education partners, local preschools, and family engagement networks)
Light-touch evaluation support (IRB determination if needed, a one-page caregiver/teacher feedback form, and a brief observation checklist)
Pilot Development
2025-March 2026
Engaged undergrad health promotion students to critique initial drafts and message and put the cards through readability analysis to make sure the language was understandable for the target age group.
Summer Development
MAY - AUGUST 2026
Design the card game box/holder and I will be able to order a batch of cards to use to conduct pilot/feasibility tests.
The initial implementation phase will use rapid-cycle testing (small pilot groups, brief observation notes, and caregiver/educator feedback) to further refine wording, pacing, and usability, followed by a short feasibility pilot to confirm that the game is easy to facilitate, engaging, and consistently understood across home, childcare, and early elementary school settings.
Community Expansion
SEPTEMBER 2026 - MAY 2027
Launch pilot programs in partner districts
Build participation and document emergent experiences and reflections
Explore next steps for scaling and production