LearnArch board game

From sketch to reality: the journey of developing LearnArch board game

LearnArch is an Erasmus+ project, a partnership created between organisations from 3 countries: Romania, Greece and Portugal, aiming to create an engaging and interactive learning environment by developing a tool that will help adult trainers and educators in the field of Architecture to enhance their training routines and foster a deeper understanding of architectural concepts for their learners.

In this field, innovation is the key to engaging learners and enhancing their learning experience. By using the power of collaboration the partners created a tool represented by a board game specially designed for adult educators involved in the architecture field. This approach towards developing an educational tool, not only aims to foster architectural concepts but also to engage a broad audience by combining educational objectives with engaging gameplay.

Light Box – LearnArch’ board game tool


The game experience*


Trainer role in the game play*


Light Box components:

The CARDS

A set of 18 Influence and 18 Team goal cards represent strategic elements and objectives, guiding players’ actions and aiming to fulfill specific goals in the game.

The RULE BOOK

A guide detailing how to play, win, and strategies of the board game, that can be modified by the trainer as needed.

The VOLUMES and BOARDS

A collection of volumes are chosen by the trainer to match lesson goals and complexity. 4 part boards (quarter boxes) will be used by the players to place the pieces of the game.

The TRAINER’S GUIDE

The Guide offers an in-depth look at game mechanics and rule modifications, explaining the game’s various aspects.

The story of the board game creation


A collaborative effort

LearnArch aspires to transform the way adult educators deliver the architectural concepts to their target groups, making it more engaging, accessible, and effective for these individuals. The development of this project stands as a collaboration between partners blending expertise from different fields: architecture, education, game design, and digital innovation.

Brainstorming and identifying constraints

The initial phase of the game’s creation involved brainstorming and the identification of constraints. This critical stage set the foundation for the game, allowing creators to outline key concepts, educational goals, and logistical limitations. It involved a comprehensive dialogue among partners to ensure that the game not only educated but also entertained.

Research: finding the right mechanics

Following the initial brainstorming, the next step involved researching relevant mechanics and ideas that could be incorporated into the game. This stage was crucial for identifying gameplay elements that could effectively convey architectural concepts in an engaging manner by focusing on existing educational games to derive inspiration and analysing the needs of the target groups.

Drafting and prototyping

After completing initial research, the consortium proceeded to draft the creation of the game, translating conceptual ideas into a practical prototype. This draft outlined the game’s objectives, rules, and design elements, establishing a foundational blueprint. The collaboration involved the Consortium shaping the game’s structure and COFAC’s team concentrating on gameplay dynamics and piece fabrication, marking a significant collaborative achievement.

3D model design

Tiberiu Stanciu from NEA significantly contributed by crafting intricate 3D models in SketchUp, pivotal for prototype development. The Lusófona team then adeptly converted these models into 3ds Max format, optimizing them for 3D printing. This process facilitated the creation of tangible game pieces, bridging the gap between conceptual design and physical realization.

Model printing and finalisation

COFAC – Lusófona University with their LabTec, played an important role with their advanced 3D printing capabilities, producing 20 essential game pieces to evaluate design and durability. Success in initial tests led to the production of 80 wooden pieces, embodying architectural principles. This step produced five prototype sets, marking a developmental milestone and advancing the game towards completion.

Alpha testing

With a prototype in hand, alpha testing commenced. This internal testing phase was pivotal for identifying any glaring issues or improvements. Feedback from alpha testing was meticulously analyzed to refine the game’s mechanics, educational content, and user experience. See the video of one of the testing sessions:

Quality enhancements and beta testing

Following alpha testing, the team implemented quality improvements based on the feedback received. These enhancements aimed to polish the game further before it underwent beta testing. Beta testing expanded the feedback loop to a broader audience, often including external players, to gather more diverse insights. Subsequent quality improvements were made, ensuring the game was engaging and educational.

Implementing improvements

The process of implementing improvements and retesting was repeated in cycles. This iterative approach ensured that the game evolved and adapted to feedback, enhancing its educational value and engagement level. The goal was to refine the game until all stakeholders were satisfied with the outcome.

Live testing

A crucial step in the game’s development was the live test (LTTA), where the game was introduced in a real-world classroom or educational setting. This testing phase provided invaluable insights into how the game functioned in its intended environment. Based on the feedback from live testing, final improvements were made, ensuring the game was ready for a wider audience. Find out more about it: the Learnarch training activity in Lisbon.

Training activity in Lisbon, Portugal

During 5 days, 18 adult educators tested the board game mechanics, in hands-on a training sessions focused on the utilisation of the board game tool. Participants were divided into groups, engaging in playtesting sessions that were as much about learning as they were about providing feedback. These sessions were in digital and on physical environment, offering insights into the game’s mechanics, usability, and educational value.

Final adjustments

Upon finalizing the game, the next pivotal step involved translating all game materials into the partners’ languages. This strategic move ensured the game’s accessibility and inclusivity, enabling it to reach a global audience and maximize its educational impact.

Video on how to play the game

An illustrative video was created to enhance understanding of the game, providing a clear guide on how to play, simplifying the learning process for all users.

Mastering LearnArch: A step-by-step guide to playing the Light Box Board Game

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