Play Learn Vote: Training Community Leaders to Build Resilience Against Election Misinformation


Posted on July 22, 2026  /  0 Comments

Election misinformation has become one of the defining challenges facing modern democracies. During election periods, false and misleading information can spread rapidly through coordinated campaigns involving political actors, mainstream media, and bad-faith online networks. Social media platforms, with their speed, reach, and anonymity, have further accelerated the production and dissemination of election-related misinformation, making it increasingly difficult for citizens to distinguish fact from fiction. 

Building citizens’ resilience to election misinformation therefore requires innovative approaches that go beyond traditional voter education. Recent research by LIRNEasia, supported by Canada’s International Development Research Centre (IDRC), provides encouraging evidence that game-based learning can play an important role in addressing this challenge. LIRNEasia conducted an experimental study among Sinhala– and Tamil-speaking news consumers in Sri Lanka. The study found that educational games are among the most effective interventions for improving people’s ability to identify misinformation. 

Building on these findings, LIRNEasia developed Play Learn Vote, an interactive educational game designed to strengthen democratic participation while building resilience against election-related misinformation. The game introduces players to Sri Lanka’s electoral process through realistic scenarios that promote critical thinking, informed decision-making, and responsible civic participation. By allowing players to experience election situations in a safe, risk-free environment, the game helps build confidence and familiarity with voting procedures before participating in real elections. 

To prepare the game for wider community use, LIRNEasia conducted a Training of Trainers (ToT) programme on 25 May 2026, bringing together organizations actively engaged in voter education, election monitoring, and community outreach. Participants represented the Campaign for Free and Fair Elections (CaFFE)Gami Seva SewanaInstitute for Democratic Reforms and Electoral Studies (IRES), MARGA Institute, and the People’s Action for Free and Fair Elections (PAFFREL). The training was facilitated by Isuru Samaratunga, Senior Research Manager at LIRNEasia, together with Anuruddha Kumara of Ram Studio, the game’s development partner.

The training was facilitated by Isuru Samaratunga and Anuruddha Kumara.

The workshop introduced participants not only to the educational content embedded within the game but also to the facilitation techniques needed to use it effectively in community settings. Participants experienced Play Learn Vote from both player and facilitator perspectives, testing gameplay, evaluating user interactions, and exploring how the game can stimulate discussions on electoral literacy, information verification, and responsible civic participation. 

Participants experiencing Play Learn Vote firsthand and exploring the game’s features.

Participants welcomed the initiative as a practical and engaging approach to voter education. 

Reflecting on the platform, Upul Janaka Jayasinghe of Gami Seva Sewana noted: 

“I find the app really effective as it educates people on exactly what they must do both before and after an election.” 

Similarly, Manjula Gajanayake of the Institute for Democratic Reforms and Electoral Studies (IRES) highlighted the broader significance of the initiative: 

“This initiative shows that election education can move beyond the traditional classroom and become an engaging experience that inspires curiosity and critical thinking. For IRES, this was our first experience exploring game-based election education in the era of AI.” 

Participants providing feedback to support the further development of the game.

Participants reflecting on their experience and sharing insights following the testing of the game.

The Training of Trainers marked an important milestone in the rollout of Play Learn Vote. Equipped with the knowledge, facilitation skills, and supporting resources gained through the programme, partner organizations have begun integrating the game into their own voter education activities. Collectively, these organizations are expected to conduct more than ten training sessions across Colombo, Jaffna, Kalutara, Kandy, Kilinochchi, Kurunegala, Monaragala and Puttalam, extending the reach of the initiative to diverse communities across Sri Lanka. 

Through these community-based training sessions, participants will gain a better understanding of the electoral process while developing practical skills to recognise, question, and verify election-related information before acting upon or sharing it. By combining research evidence with interactive learning, Play Learn Vote demonstrates how digital innovation can strengthen democratic participation and contribute to building a more informed, resilient, and engaged electorate in Sri Lanka.  

As the initiative expands through local partnerships, LIRNEasia will continue to document lessons from implementation and generate evidence on the effectiveness of game-based learning as an innovative approach to voter education and countering election-related misinformation. 

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