Experimental Design
This study evaluates how different topical foci within an educative game affect knowledge retention and adoption behavior. In addition, the study assesses the broader feasibility and suitability of using the educative board game as an information delivery method. We deploy a serious board game to familiarize farmers with the value of cowpea cultivation and cowpea-cassava intercropping. We use a 2X2 design, where we vary both the content focus of the information provided (one emphasizing soil health benefits and the other focusing on nutritional benefits) and the mode of delivery (short oral information treatment vs. serious board game). Both game versions actively promote cassava-cowpea intercropping as a sustainable practice to enhance land productivity and mitigate climate risks. We compare the gamified treatments with the control group receiving oral information of cowpea and cowpea intercropping benefits, and the group receiving the nutrition framing with the group receiving the soil health framing. Within the intervention, game participants are incentivized to maximize their game outcome through performance-based, in-kind payoffs. Meanwhile, control group participants receive an average in-kind payoff to ensure equity. After the intervention, cowpea seeds will be distributed to all participants. By pairing an immediate post-intervention assessment with a subsequent endline survey (administered via phone), we capture short-term knowledge gains, long-term retention, and both intended and actual adoption. This design allows us to isolate how the specific topical foci and the delivery format drive variations in knowledge retention and sustainable practice adoption.
We organize our analysis around three overarching research questions.
1) How does the framing of information regarding cowpea cultivation and intercropping influence farmers' short- and long-term knowledge, adoption intentions, and actual adoption behaviors for climate adaptation?
We hypothesize that the informational framing will differentially affect knowledge retention and adoption behavior. Building on the agricultural technology adoption literature, we argue that information provision alone is not a sufficient predictor of adoption. Rather, the cognitive processing of innovation depends heavily on information framing and salience effects (Piñeiro et al., 2020; Rust et al., 2021).
As a sub-research question we additionally analyze whether the framing of information within the game matters: is the nutrition game or the soil health game more effective in influencing farmers’ short- and long-term outcomes?
2) How does the effectiveness of the two information framing treatments differ based on farmers' socio-economic characteristics, including gender, perceived soil quality and household food diversity?
Information highlighting nutritional value is expected to resonate most strongly in contexts of food insecurity and among female farmers, who are traditionally responsible for food preparation and allocation. Conversely, information focusing on soil health is hypothesized to appeal to farmers managing degraded plots and to differ across different agro-environmental zones.
3) What are the comparative impacts of playing a serious board game versus receiving standard oral information on farmers' knowledge, adoption intentions, and actual adoption behaviors?
Here, we investigate mechanisms of active versus passive learning in agricultural information delivery. Traditional extension methods rely heavily on oral transmission, which can suffer from high cognitive load and rapid decay in retention. We hypothesize that the educative board game will significantly increase both short-term recall and long-term knowledge retention compared oral information.
We extend our analysis from purely cognitive outcomes to adoption. We hypothesize that the gamified intervention will increase both the adoption rate of the distributed cowpea seeds and the propensity to practice intercropping. Our hypotheses are based on evidence that shows that how an agricultural practice is communicated alters its perceived relevance and farm-level utility (Carrico et al., 2015). We define cowpea adoption as the actual cultivation of the distributed seeds. To evaluate this outcome thoroughly, we will analyze both the binary decision to plant and the total land area allocated to the crop across the treatment and control groups. Furthermore, our definition of intercropping adoption is not restricted exclusively to cassava-cowpea systems; it encompasses any intercropping combination that includes cowpeas. To capture this behavioral shift, the empirical analysis will directly compare intercropping practices from baseline to endline. The mechanism driving this hypothesis is experiential simulation: the board game allows farmers to test farming decisions, observe hypothetical crop yields under normal and under drought conditions, and experience the risk-mitigating effects of intercropping in a low-stakes environment. This simulation is expected to lower the perceived risk of intercropping techniques. When paired with the subsequent seed distribution, farmers who played the game are hypothesized to transition from information acquisition to practical field implementation at a significantly higher rate than those in the oral information control group. Our study hypothesizes that participation in the educative board game will result in higher adoption intentions of cowpea cultivation and cowpea intercropping in the future. This will be measured directly after the game as well as at endline. Measuring adoption intentions at endline is methodologically important because actual field adoption during the immediate study timeframe may be restricted by temporary household labor, land, or seasonal constraints.
We anticipate distinct heterogeneous treatment effects across two dimensions: respondent gender and agro-environmental conditions of the respondent’s location
1. Gender
• Anticipated Effect: Female farmers will display higher knowledge retention, stronger adoption intentions, and higher actual field adoption when exposed to the nutrition game, while male farmers will respond more strongly to the soil game.
• Rationale: In rural Madagascar, intra-household labor, decision-making, and crop management are highly gendered. Root crops like cassava are traditionally viewed as men's crops, whereas legumes like cowpeas are more frequently managed and harvested by women. Because our study promotes intercropping cowpeas directly within existing cassava fields, the proposed practices intersect directly with these gendered divisions of agricultural land. Furthermore, women bear primary responsibility for household nutrition, child health, and dietary diversity, making the framing of the nutrition game highly salient to them. Conversely, men focus heavily on primary plot management and long-term land productivity, aligning closely with the soil-health messaging.
2. Agro-environmental conditions
• Anticipated Effect: We expect differential effects depening on the agro-environmental and climatic conditions of the farming households. We hypothesize that farmers in more arid areas (likely in regions Androy and Anosy and south of Atsimo Atsinanana) will display higher adoption intentions, and higher actual adoption. Conversely, farmers in more humid areas (Atsimo Atsinanana) will display the largest relative learning effect.
• Rationale: According to our data, cowpea production is very common in semi-arid Androy and Anosy, but only practiced by a minority in humid Atsimo Atsinanana.
We also expect treatment effects to vary with prior cowpea cultivation experience, household characteristics (age, education), perceptions of cowpeas and intercropping, social capital and group memberships, access to extension, perception of soil health, food diversity and risk preference. We explore heterogeneity along these dimensions by interacting the treatment with each of these characteristics (one-by-one).