Strengthening Electoral Literacy Through Play Learn Vote Across Sri Lanka


Posted on July 30, 2025  /  0 Comments

To strengthen electoral literacy and build resilience against election misinformation, LIRNEasia, with funding support from the International Development Research Centre (IDRC), Canada, developed Play, Learn, Votean interactive, game-based voter education tool. Designed as an engaging alternative to traditional voter education approaches, the game enables participants to explore electoral processes through realistic scenarios that encourage critical thinking, informed decision-making, and the ability to identify election-related misinformation. The initiative was developed based on findings from LIRNEasia’s previous research on information disorder in Sri Lanka, which highlighted educational games as an effective approach for improving people’s ability to recognise and respond to misinformation.

To expand its community use, LIRNEasia partnered with leading election monitoring and civil society organisations in Sri Lanka, including the Campaign for Free & Fair Elections (CaFFE), Gami Seva Sevana, the Institute for Democratic Reforms and Electoral Studies (IRES), the Marga Institute, and the People’s Action for Free and Fair Elections (PAFFREL). Together, these partners conducted ten hands-on training workshops across Sri Lanka, engaging first-time voters, university students, youth leaders, community-based organisations, and local officials to strengthen electoral literacy.

Workshops by CaFFE in Jaffna and Kilinochchi

The Campaign for Free & Fair Elections (CaFFE) conducted two workshops in Jaffna and Kilinochchi, engaging university students and grassroots communities in the Northern Province. On 1 July 2026, CaFFE conducted the first workshop in Jaffna, with 40 undergraduate students from the University of Jaffna, including two students with visual impairments. Their participation highlighted the importance of strengthening accessibility features, including audio support, in future versions of the game. The second workshop was conducted on 2 July 2026 in Kilinochchi, bringing together 39 participants representing youth groups, civil society organisations, government institutions, and community-based organisations. Participants appreciated the innovative approach to voter education and highlighted the usefulness of digital tools in promoting civic engagement. They also recommended expanding Tamil-language resources, improving offline accessibility, and continuing community-based voter education initiatives beyond election periods. Media coverage of the two workshops can be found here: (Media 1, Media 2, Media 3).

“The game provided a convenient and time-efficient way to learn about elections, especially for individuals who may not have the time to read lengthy documents or printed materials.” — Participant, CaFFE workshop, Kilinochchi

Workshops by Gami Seva Sevana in Ratnapura and Colombo

Gami Seva Sevana conducted two workshops targeting first-time voters, university students, and local administrators in Ratnapura and Colombo. On 14 June 2026, the Ratnapura workshop engaged 26 participants, the majority of whom were aged 17–25, alongside Grama Niladhari officers, Samurdhi officers, and local council representatives. The session addressed important voter registration gaps, including the misconception that registration is automatic upon reaching the age of 18. On 7 June 2026, the Colombo workshop engaged 33 participants, including undergraduate students from the Sripalee Campus (Mass Media), University of Sri Jayewardenepura, and the University of Kelaniya, alongside professionals from the healthcare and banking sectors. The workshop explored how gamification can encourage civic engagement among young people and strengthen media literacy skills, helping participants critically evaluate digital information before sharing it online. Through interactive gameplay and discussions, the workshop demonstrated that the game could help to transform previously disengaged students into more enthusiastic participants in the electoral process, encouraging greater interest in voting and civic engagement. Media coverage of the two workshops can be found here: (Media 1, Media 2, Media 3).

“Once we started using the app, I realised it was actually fun and engaging. If the same information had been presented as a traditional lecture or presentation, most of us probably wouldn’t have paid much attention. That’s just how our generation learns. Because it was delivered through a game, everyone genuinely enjoyed participating.” — Participant, Gami Seva Sevana workshop, Ratnapura

Workshops by IRES in Kalutara and Monaragala

The Institute for Democratic Reforms and Electoral Studies (IRES) conducted two workshops in Kalutara and Monaragala. The Kalutara workshop, conducted in partnership with Asia Lanka Social Development Co-operation (ALSDC) on 27 June 2026, brought together 31 young leaders, including Youth Parliament members, university students, social workers, and technology professionals. Pre- and post-workshop evaluations demonstrated improved participant understanding of key electoral concepts following the session. The second workshop was conducted on 30 June 2026 in Monaragala District, in collaboration with the Uva Wellassa Women’s Organisation. The session engaged 28 participants, including young women, youth professionals, community representatives, and persons with disabilities. Participants highlighted that the experience strengthened their understanding of democratic participation and encouraged them to share their knowledge with others. Suggestions for further development included introducing personalised feedback at the end of the game, creating different difficulty levels, and developing shorter modules covering additional election-related topics. Media coverage of the two workshops can be found here: (Media 1, Media 2, Media 3).

“An excellent tool for teaching young people born after 2000 about politics and electoral systems.”— Participant, IRES workshop, Kalutara

Workshops by Marga Institute in Colombo, Trincomalee, and Kurunegala

The Marga Institute conducted three workshops in Colombo, Trincomalee, and Kurunegala to evaluate the real-world viability of the game. The first workshop was held in Colombo on 12 June 2026, bringing together 18 youth leaders, university students, and first-time voters. Beyond the gameplay, the session sparked active discussions on how digital tools can effectively engage Gen Z voters. The second workshop was conducted on 26 June 2026 in Trincomalee, with 26 participants, the majority of whom were women. The third workshop was held on 3 July 2026 in Kurunegala, Northwestern Province, engaging 30 participants, predominantly young and first-time voters. By directly involving young citizens in engaging with the tool’s design and user experience, the workshop helped to ensure that the game evolves into a responsive, accessible, and community-informed platform ahead of its public launch. The game was well received by participants, who acknowledged its potential to meaningfully engage young voters and support electoral literacy, along with constructive feedback for consideration for further development. Participants described the game as educational, engaging, and an effective way to learn about elections. Media coverage of the two workshops can be found here: (Media 1, Media 2, Media 3).

The game is informative, interactive, and motivating, helping participants understand their role as responsible citizens.” — Participant, Marga Institute workshop, Trincomalee

Workshops by PAFFREL in Kandy and Puttalam

People’s Action for Free and Fair Elections (PAFFREL) conducted two workshops in Kandy and Puttalam, focusing on young people actively engaged in social media, including university students, social activists, and CSO community workers. On 25 June 2026 in Kandy, PAFFREL conducted a session for 25 participants under the age of 30. Through gameplay and structured Q&A sessions on misinformation, participants improved their ability to identify online political falsehoods and gained greater awareness of the barriers faced by voters with disabilities at polling stations. On 18 June 2026 in Puttalam, PAFFREL conducted the second workshop, engaging 33 young participants under the age of 30. In both workshops, participants demonstrated an increased understanding of electoral processes, voter rights, election-related regulations, and ethical voting practices. Many participants reported gaining new knowledge about election-related rules, election bribery, and electoral conduct. They also noted that interactive gameplay made complex legal concepts easier to understand and retain than traditional lectures, while providing valuable feedback to further improve the game. Media coverage of the two workshops can be found here: (Media 1, Media 2, Media 3).

“I already had some knowledge about elections, but information regarding dress codes and election bribery was completely new to me. Learning these concepts through a game was very interesting and engaging.” — Participant, PAFFREL workshop, Puttalam

The nationwide rollout of Play Learn Vote demonstrated the potential of game-based civic education to engage young citizens and strengthen electoral literacy across diverse communities in Sri Lanka. Feedback from participants highlighted that the tool provides an interactive and accessible way to understand elections, recognise misinformation, and develop greater confidence in participating in democratic processes. The workshops also provided valuable recommendations to improve accessibility, language availability, user experience, and future content development.

Through collaboration with election monitoring organisations and civil society partners, LIRNEasia has taken voter education beyond traditional formats and brought it closer to communities across the country. By equipping first-time voters and young citizens with practical knowledge about elections and information verification, Play, Learn, Vote contributes to building a more informed, engaged, and resilient electorate.

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