Classroom Adventure Co., Ltd. will release the educational version of its gamified information literacy program 'Ray's Blog' on July 7, 2026. This program, already implemented in 300 schools across 13 countries, has been packaged to enable teachers to easily conduct it in classrooms. The program aims to help young people cultivate the ability to discern truth by experiencing how generative AI creates fake information and learning how to engage with social media content.
Escalating Misinformation and Disinformation Issues and Demand in Schools
In recent years, the spread of social media and the rapid advancement of generative AI technology have made misinformation and disinformation a serious social issue. The World Economic Forum's Global Risks Report has listed 'misinformation and disinformation' as the most concerning short-term global threat for two consecutive years. In Japan, false rescue requests during the Noto Peninsula earthquake have hindered life-saving efforts, causing significant social disruption.
In response, the Ministry of Education, Culture, Sports, Science and Technology (MEXT) has proposed significantly increasing class time for information ethics and media literacy in the next curriculum guidelines, scheduled for implementation from 2030 onward. While the use of generative AI is spreading in schools, expanding literacy education remains an urgent challenge.
About 'Ray's Blog'
'Ray's Blog' is an innovative information literacy education program centered on the theme of misinformation and disinformation. It is currently provided to educational institutions in 14 countries worldwide. Through an immersive mystery-solving game that combines storytelling with real internet navigation, participants naturally acquire cutting-edge verification techniques used by professional fact-checkers. The program also aims to make the issue personal by allowing participants to create fake content using generative AI.
In the game, students learn practical skills rarely taught in regular classes, such as identifying AI-generated fake images, understanding the characteristics of short-form videos and social media, and locating primary sources. By experientially learning the three fundamental steps—'question,' 'investigate,' and 'judge'—students develop the ability to avoid being swayed by information and instead determine truth for themselves.
Key Features of the Educational Version
The newly released educational version has been developed based on implementation experience in 300 schools worldwide, enabling teachers to smoothly conduct lessons in classrooms. It supports the entire lesson process—from introduction to reflection—with three main features:
① Lesson Videos Featuring Characters
Engaging characters appear in videos that clearly explain game progression and key learning points. This reduces teacher workload while maintaining high student immersion.
② First-Ever Integration of a Module for Experiencing Generative AI Fakes!
Our company was selected for the 2025 Ministry of Internal Affairs and Communications project: 'Development and Demonstration of Technologies to Counteract False/Misleading Information Online - Practical Game-Based Prebunking Technology Using a False/Misleading Information Sandbox.' For the first time, this new technology developed through the project is integrated into the educational version.
The program incorporates a 'false/misleading information sandbox' system that allows users to safely generate fake or misleading content. A module enables hands-on experience with generative AI hallucinations (plausible falsehoods) and data manipulation. Participants can safely experiment and learn about the dangers of generative AI firsthand.
③ Pre-Training Manuals and Videos for Teachers
Comprehensive materials, including detailed lesson plans, slides, preparation manuals, and training videos, are provided to ensure even teachers new to information literacy education can confidently deliver the program.
Qualification for World Competition and Teacher Experience Sessions
Students who experience 'Ray's Blog' through this educational version will gain eligibility to participate in the preliminary rounds of 'GenAsia Challenge,' the global fact-checking competition. 'GenAsia Challenge' is an international fact-checking competition for youth, which our company took over and now hosts from Google (US). By competing with peers worldwide in search and verification skills, students will further boost their motivation and solidify practical abilities.
Additionally, we are hosting weekly online 'Teacher Experience Sessions' every Tuesday at 7:00 PM for educational institutions considering adoption. This provides a direct opportunity to experience the actual materials and observe the game interface students will use.
Official Website: https://www.classroom-adventure.com/ja/rays-blog-jpn
Future Outlook
Moving forward, we will continue to accelerate the adoption of information literacy education by closely aligning with the needs of educational institutions. In an era where technologies like generative AI continue to evolve, we aim to contribute to building a foundation that enables children to engage with society proactively, without being swayed by information. Rather than simply imparting knowledge about social issues, we strive to spread an 'overly enjoyable' educational experience—one that deeply engages participants, encourages critical thinking, and makes learning fun—to educational institutions worldwide.
About Classroom Adventure Co., Ltd.
Classroom Adventure Co., Ltd. is an EdTech startup founded by current students of Keio University. Under the mission of 'Make maenomeri (creating forward-leaning engagement),' we create 'overly enjoyable' learning experiences using gamification. Our flagship program, 'Ray's Blog,' focusing on misinformation and disinformation, has been experienced by over 50,000 people in more than 13 countries. Additionally, 'Ray's Disappearance,' which simulates the dangers of illegal part-time jobs ('yami baito'), is being introduced in collaboration with municipalities and educational institutions nationwide, including Tokyo, Hyogo, and Tottori Prefectures. Furthermore, since 2024, we have taken over and are hosting the international fact-checking competition 'Youth Verification Challenge' (now 'GenAsia Challenge') from Google (US), where youth compete in verification skills.
These initiatives have been recognized with the following awards:
- Grand Prize, Asahi Shimbun University SDGs Action! Awards 2024
- Grand Prize, Tokyo Startup Gateway 2024, Japan's largest startup contest hosted by Tokyo Metropolitan Government
- Grand Prize, NIKKEI THE PITCH SOCIAL 2025
- R&D Innovation Special Award, Global EdTech Startup Awards (GESAwards) 2025
- Social Action Category, Internet Media Awards 2026
- United Nations World Summit Awards 2026, Education Category
Since 2025, we have also joined UNESCO's international network, 'Media and Information Literacy Alliance.'
FACT BOX
- Source: PR TIMES
- Category: New Product
- Organizations: Google
- Products / services: GenAsia Challenge