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Lasse Leponiemi

Chairman, The HundrED Foundation
first.last@hundred.org

Ray's Blog

A mystery game that teaches teenagers to verify what they see online by actually doing it.

Students are told to be careful online, then handed a screenshot. Ray's Blog is a mystery game where an anonymous blogger dares them to work out who Ray is, and the only way through is real verification: tracing sources, geolocating photos, catching AI fakes. 100,000+ students in 1,100+ schools across 14 countries have played it; it won the 2025 World Summit Award for Learning & Education.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated September 2026
Created by

Classroom Adventure

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We want verification to become an ordinary school skill, taught the way swimming is taught: by getting in the water. Most media literacy education today is a warning. Students are told that false information exists and that they should be careful, and then they go home to feeds full of things nobody has taught them to check. We think the lesson should be the checking itself. The change we hope to see is a generation for whom "where did this come from?" is a reflex rather than a rule. Students who can find a primary source in under a minute, who reverse-image a photo before they share it, who know that a confident short video can be wrong, and who do it not because an adult told them to but because they have done it fifty times in a game and it was fun. And teachers who can teach this without being fact-checkers themselves, because the tool shows them what their students are doing. Longer term we want this to be normal across Asia and beyond: the same game, localized with each country's own fact-checkers, so that a student in Tokyo, Taipei, Jakarta and Los Angeles has practiced the same moves. Ray's Blog exists because a competition turned three students into fact-checkers. We would like every classroom to be able to do that.

About the innovation

Why did you create this innovation?

We were three university students who won Japan's round of Google's Youth Verification Challenge and came fourth in the world. The competition taught us something no lecture ever had: you learn to verify information by doing it, under time pressure, with a team, and it is genuinely fun. Then we looked at how media literacy was taught in Japanese schools. A visiting speaker, a slide deck, a warning to be careful online. Students listened politely and changed nothing, because nobody had asked them to actually check anything.

Meanwhile the problem kept getting worse: rumors after the Noto earthquake, war footage from the wrong war, and now AI-generated images that fool adults. Teenagers get most of their information from short video and social feeds, and for most of them the first time anyone asks them to judge whether something is real is the moment it matters.

Teachers told us they wanted to teach this and did not know how. The techniques change every few months and nobody had trained them. So we built the thing we wished someone had given us at fifteen: a game whose puzzle cannot be solved without doing real verification on the real internet, wrapped in a story students want to finish. We launched it in April 2023 as a student group and incorporated as Classroom Adventure in 2024.

What does your innovation look like in practice?

A class receives a challenge from an anonymous blogger called Ray. In teams of three or four, on their own school devices, students dig through Ray's blog and social posts, find the lies and the clues, and use the live internet to close in on who Ray is: search operators, reverse-image search, geolocating a photo from its details, checking a short video, spotting an AI-generated image. The game takes 60 minutes. A 40-minute lesson follows that names the techniques they just used and connects them to real cases. Teacher-led and online versions fit one class period.

The design rule is doubt, investigate, judge. Every puzzle needs all three, and a team that skips one gets stuck. Sensitive real events are turned into fictional, safe cases so a class can practice without exposure to harm. The content is written with professional fact-checkers at the Japan Fact-check Center, the Taiwan FactCheck Center and Annie Lab at the University of Hong Kong.

Evidence: we collect student surveys and teacher feedback after every session. Teachers tell us the whole class stays with it and can name the techniques afterwards ("this covered critical thinking through to the latest techniques in one lesson"). Students tell us they now check things they used to share unchecked. Endorsed by Daisuke Furuta (Japan Fact-check Center), Prof. Masato Kajimoto (Annie Lab) and Prof. Kenichi Shimomura (Hakuoh University). Technology: a web platform in Japanese, English and Chinese; nothing to install.

How has it been spreading?

Ray's Blog has reached 100,000+ students in 1,100+ schools and organizations across 14 countries. In Japan it runs in public and private secondary schools, at universities including Keio, where the library uses it for new students, across a 131-school tutoring network, and in children's homes. Prefectural governments (Hyogo, Tottori) and the Tokyo Metropolitan Government have adopted it, and in 2025 Japan's Ministry of Internal Affairs and Communications selected us to build a national prebunking program on top of it.

Outside Japan, the Chinese version is distributed across Taiwan with the Taiwan FactCheck Center, and the English version has run with UC Irvine, MAFINDO in Indonesia, Van Lang University in Vietnam and Thomas Haney Secondary in Canada. Since 2024 it has been the training ground for GenAsia Challenge, the youth verification competition we inherited from Google, with around 2,000 participants a year across Asia.

In the last two years: the 2025 World Summit Award for Learning & Education; the GESAwards 2025 R&D Innovation prize; the Internet Media Awards 2026; and a teacher-led edition so schools can run the game without us.

Over the next two to three years: a Teacher Edition with a live console so any teacher can run a verification lesson and see what each team searches and decides; pilots in Japan and Taiwan in 2027; first US classrooms in states that mandate media literacy; and localized versions with our fact-checking partners in Thailand and Indonesia.

How have you modified or added to your innovation?

Ray's Blog launched in April 2023 as one Japanese mystery for secondary students, run by us in the room. Almost everything around that core has changed since.

Languages and audiences: an English version (2023), a Traditional Chinese version built with the Taiwan FactCheck Center for schools across Taiwan (2024), and a beginner version for elementary students with simpler cases and more guidance (2025). Keio's library runs a customized edition for new students that teaches its own databases alongside web verification.

Content: the puzzles are rebuilt as the fakes change. Checkpoints on short-video verification and AI-generated images were added as those became the main way teenagers meet false information, and a fake-account checkpoint teaches how to read a profile, not just a post.

How it is delivered: in 2026 we released a teacher-led edition, with a manual, a video guide and a projector mode that shows timed hints from Ray and skips them when most of the class is already past that clue, so a teacher with no fact-checking background can run it in one period. Since 2024 the game is also the training round for GenAsia Challenge, the youth verification competition we took over from Google.

Next: a Teacher Edition with a live console, so the teacher sees what each team searches and decides as it happens, piloting in Japan and Taiwan in 2027.

If I want to try it, what should I do?

Email us at info@classroom-adventure.com with your country, the language you teach in, the age of your students and roughly how many will take part. We reply with the options and a date.

There are three ways to run Ray's Blog. A facilitated session, where one of our team comes to the school or joins online and runs the game and the lesson; this is how most schools start. The teacher-led edition, where you run it yourself from our manual and video guide, for schools that want to repeat it every year or across many classes. And an online session over Zoom for schools far from us or spread across several sites.

What you need on the day: one internet-connected device per team of three or four (Chromebook, iPad, Windows and phones all work), a projector, school filtering that allows web search, and 90-120 minutes, or one class period for the teacher-led version. Nothing to install; students join with a name and a team, no accounts.

Sessions run in Japanese, English or Traditional Chinese. Fact-checking organizations, universities and education partners outside Japan who want a version localized for their country can write to the same address; that is how our Taiwan, Indonesia and Vietnam partnerships began.

If this one still doesn't fit, tell me the number their counter shows and I'll calibrate the rest of the fields to it — the three 1,500-character answers you already pasted are at 1,303 / 1,492 / 1,497, so the two long ones may need the same treatment.

Implementation steps

Choose a format and book a date
Decide how you want to run it: a facilitated session (one of our team runs the game and the lesson, in person or online) or the teacher-led edition (you run it from our manual and video guide). Email us with the language, the number of students and the time you have. The full program is 90-120 minutes; the teacher-led version fits one class period.
Set up the room
Put students in teams of three or four. Each team needs one internet-connected device (school-issued or personal; Chromebook, iPad, Windows and phones all work). Check that school filtering allows web search. Set up a projector or screen for the shared story and Ray's hints. There is nothing to install and students need no accounts.
Play the game (about 60 minutes)
Students receive Ray's challenge and start digging through the blog and social posts. Each checkpoint needs real verification: search operators, reverse-image search, geolocating a photo from its details, checking a short video, spotting an AI-generated image. Teams submit answers as they go. The facilitator or teacher watches progress on the projector view and releases hints when a team stalls.
Debrief and lesson (about 40 minutes)
The lesson names the techniques students just used and connects them to real cases: disaster rumors, misattributed war footage, AI fakes, short videos with the context cut out. Students talk through when to doubt, how to investigate and how to judge. A short survey closes the session; optional homework is available.
Keep it going
Repeat the game with each new cohort, or run the teacher-led edition across more classes. Schools that want more can add Ray's Gone, our program on online recruitment and scams, or enter students in GenAsia Challenge, the youth verification competition. We share the survey results and, for facilitated sessions, a short feedback report for the teacher.

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