About us About the Game Manuals and Materials For moderators

About the Game

Introduction

“CC Believe” is a collaborative educational Board Game operating as novel learning tool for youth aged 16–19. From technological perspective, playing requires smartphones with prepared application that uses camera focused on the markers on the Board Game that give access to educational materials.

CC Believe Game consists of 5 different scenarios, each dedicated to a dilemma related to Climate Change, that may suffer from fake news, manipulation and dissemination of fake information about them in the public space. Those scenarios are:

The centrepiece of the project is a hybrid board game with an integrated Augmented Reality (AR) application, designed to develop analytical competences, critical thinking, and environmental awareness.

The game experience combines physical interaction (with game boards, props, and printed materials) and digital content, wherein players scan visual markers using their smartphones to reveal hidden content—such as videos, data sets, interviews, or dilemmas. This not only enhances immersion but also reflects the multi-modal nature of contemporary information environments.

It is recommended to play the Game in classroom in small groups from 3 to 5 participants each. Detailed data on how to organise the Game is in Manual.

Board and Game elements

The Game set has been designed to be user friendly, innovative and generate fun effect necessary for gratification process. The players will use following elements:

  1. Game Board
  2. Credits
  3. Code Definition Forms

The Game Board was designed as 3D CUBE (Fig. 1-2), that cuts with classic approach in board games, making it innovative and bringing attention. Key argument to create that surprising shape of the board is easy access to pictures and graphics that are defined in AR and high efficiency of playing process in the team that can pass the board between playing team members.

The idea takes into consideration also the scenario, when game moderator will change the perspective of the cube from small box on the table to the whole classroom, where each classroom wall will become playing space. By placing separated pictures from the Cube (that are prepared) on the wall the whole classroom becomes the Game Board and players must move between walls scanning pictures – what makes the game more interactive.


Figure 1-2. Game Board.

While gameplay, players use Credits (Fig. 3) to have access to tips prepared for some Issues. By paying they receive support in the Game but also lose the competitive advantage in the Game as credits are an element of final score. The more credits are spent the weaker position in the competition is.


Figure 3. Credits

In order to define the final Code, the players must complete a list of Tasks and Issues and answer every question defined on the way. Answers are input to the final code that can be defined by using CODE Definition Form (Fig. 4). It is a printable form that each team uses to collect answers and decode the Tokens that create the final CODE (4 Tokens in the whole Game in each scenario), that will be used in AR (Fig. 5) to check the results and, when successful, get prizes.


Figure 4. CODE Definition Form visualisation

Augmented Reality tool (AR)

The innovative character of the Game comes from AR application on smartphones (named as the Game: CC Believe) ready to download and install on Android and IOS. Once Players install the application, it asks for QR Code of concrete scenarios. After scanning the QR code, the application asks to place Game Board (3D Box) at the front of camera. Once player does it, AR displays new pictures with interactive elements (Fig. 5-6).


Figure 5-6: AR Tool visualisation.

According to a representative youth testers group, the application is friendly, easy to use and intuitive, the application is friendly, easy to use and intuitive. In order to simplify its use, a dedicated manual was created.