The main goal of the CC-Believe project was to develop and implement an educational Board Game with an Augmented Reality (AR) module, developing analytical skills, learning skills, and critical thinking in young people in the context of environmental protection and climate change. The project aimed to show young people how to recognize manipulation and false information regarding climate issues, as well as to increase their awareness of the reliable use of data and information sources. Three specific objectives were achieved within the project: 1. effective project management and international cooperation, 2. creation of a game prototype with an AR application, 3. testing and refining the prototype in a youth environment and developing a final version of the game. Ultimately, all intended outcomes were achieved – a lasting Polish-Spanish partnership was established and an innovative tool supporting non-formal education was created, combining fun with learning and developing key competencies needed in future professional life.
The CC-Believe project was implemented in response to the need to adapt non-formal education tools to the rapidly changing youth reality, dominated by digital technologies, social media, and artificial intelligence. Project partners – 5Klepek (Poland) and Universidad del País Vasco (Spain) – recognized the need to strengthen youth`s analytical skills and critical thinking in the context of climate change disinformation. A needs analysis conducted prior to the project revealed low levels of information selection skills and limited awareness of online manipulation mechanisms. The project also addressed the need to create attractive, engaging forms of education that integrate the digital and real worlds. The educational Game with an Augmented Reality (AR) module developed in the project is a modern tool supporting youth development and helping educational institutions achieve their goals in the field of climate education and key competences.