- Description
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Studio Jayne is a design and innovation studio that works on projects that deal with gender-based violence, reproductive rights, sex trafficking, and advancing rights for women and girls.
- Company website
- https://www.studiojayne.com
- Categories
- Data analysis Communications Digital marketing Product or service launch Fundraising
- Industries
- Education Technology
Recent projects
Data Storytelling and Analysis
We’d like students to help analyze our current game datasets to draw helpful insights, while also making recommendations for strategic ways data could further improve and measure our impact. From this analysis, we hope to not only improve our processes and understanding but also gain insights that will enhance our strategy. These insights will be directly related to business outcomes (to reach more teens and educators) but should help us better showcase our impact to Inform our secondary audience made up of non profits, government and corporate stakeholders on the impact of our game and its strategy. It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.
Research on Sex Trafficking Prevention Education I Likely Story The Game
We are seeking research to ensure Likely Story, a digital game aimed at educating teens on prevention of sex trafficking has the impact it intends. In collaboration with a non-profit organization Victim Services, we educate teens ages 13 -24 years. We must reach teens who are most at risk and all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. Research will help to evaluate, but is not limited to, the following questions: What is the current impact of Likely Story on teens? : i.e What do teens learn from the game about healthy relationships and human trafficking that they didn’t know before? How does it shift their perception? Are youth in post-game conversations? How can the game be improved? How might the product be improved to better educate youth and support secondary stakeholders, like teachers? What is the impact of social media marketing? Difference in situations, knowledge, attitudes and behaviors in various youth groups
Game Survey Design
We’d like students to help create meaningful survey to help us better measure our educational game impact. Survey design and analysis should also align with our three (3) core product goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.
Likely Story Game : Educator Mode
The digital site will help onboard and train teachers and facilitators to use Likely Story game to educate teens. In collaboration with a non-profit organization Victim Services, we educate teens ages 13 -24 years on prevention of sex trafficking. We must reach teens who are most at risk and all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. This site should target our secondary audience and game ambassadors. It should address short term needs for February 2023 game launch at the Victim Services youth symposium in Ontario (Capacity to reach over 12,000+ people.) and a longer term roll out strategy. This new educator site should help to answer: How might we onboard trainers to use Likely Story as a tool to talk about sex trafficking? How can Likely Story and other interactive material best support teachers to measure student outcomes? How can we best integrate their performance metrics and align with PPM 166?