A classroom quiz on digital life and data protection
version 1.0 · June 1st, 2026
A team quiz game on data protection and
digital life, played in class.
Designed for students aged 12 to 16 (lower and upper secondary).
A game lasts 10 to 45 minutes.
The game is a conversation starter, not an end in itself.
🎯 In 30 seconds
You start the game from your computer (the classroom screen).
Students join in groups of 2 to 3 on a tablet by scanning a QR code.
Each team answers questions, votes on real-life scenarios and fights "monsters of the web" (cookies, deepfake, cyberbullying, etc).
At the end, you lead a discussion about the choices that were made.
🖥️ The two screens of the game
Leonora is always played on two screens in parallel: your main screen projected
to the class (also called the arena), and the students' tablets. Each screen
shows different things. This is what alternates collective moments
(eyes lifted toward the arena) with team moments
(huddled around the tablet).
Arena viewPlayer view
The Arena (your computer, projected to the class)
This is the big shared show, visible to the whole class.
What happens here
When
The lobby: 6-digit code, giant QR code, list of teams as they join
At launch, before you click Start
Intro videos for each monster (Cookie, Deepfake, Doom Scroll, Sextortion...)
When a new monster appears
Animated combat: teams (little characters with their crest) attack the monster when they answer correctly
During quiz phases
Floating damage numbers (-30, -60...) above the monster, which flashes when hit
On every correct answer
Poll and debate results as a histogram with the percentage per team
At the end of each vote
End screen: leaderboard, statistics, transition to the next monster
At the end of the episode
💡
You barely need to click anything on the arena. It is above all a
display screen. Your controls are in the top bar (Pause, Settings, etc).
Only one manual action: click "CONTINUE" once
a monster has just been defeated, to move on to what follows.
The player app (on each tablet)
The private interface for each team, never projected.
What is displayed
When
Language choice (FR, EN, DE) then automatic team name assignment
When joining
Waiting room with their crest and assigned team name
Before the game starts
Questions (text + 3 tap-to-answer options) with a countdown timer
The score and the current streak (how many correct answers in a row)
Continuously (except in co-op mode)
Super powers: 3 cards to swipe (Tinder-style) to trigger a special move
Appears automatically
Mini-boss polls: 2 or 3 options to vote on in a few seconds
Every 3 to 4 questions
Boss debates: up to 12 badges (Accept, Decline, Talk, Report...) to choose from
Before each boss fight
👥
Why 2 to 3 students per tablet? With 1 student per tablet, they answer on reflex.
With 2 or 3, they are forced to talk it through before tapping a button, and above all
they stay less glued to their screen: they talk to each other, look up, listen.
That is exactly the effect we are after.
How it flows
The game regularly shifts attention between the two screens:
Questions: students look at their tablet and answer questions or polls.
Combat and animation: students look up to the arena to see the attacks.
Debate and poll: the arena shows the question, the tablets show the choices. Students discuss as a team before tapping.
Debate result: the arena shows the vote histogram, then triggers a visual assault on the monster.
🎤
Your role is to guide that attention. Let debates play out before the vote,
then ask "who voted for what, and why?".
📋 Before class
Equipment
For
Equipment
You (the teacher)
1 internet-connected computer, screen or projector, sound
The class
1 tablet for every 2 to 3 students
Everyone
Internet (school Wi-Fi)
🧑🤝🧑
Why 2 to 3 students per tablet? The game works in teams: they discuss the
answers, listen to each other, learn from one another. It is a deliberate pedagogical choice.
With one tablet per student, the group effect disappears.
Setting up the room
Seat the students in groups of 2 to 3 around a tablet.
Check that each tablet has internet access and that a browser (Chrome, Safari, Firefox...) is open.
Check that your screen is visible to every team (video projection).
Sexting, algospeak, sextortion, CSAM, grooming and fake accounts, rights of rectification and complaint.
💡
Tip: if this is your first time, start with Episode 1.
It sets the groundwork the later episodes refer back to.
3. Choose a difficulty profile
Profile selection
Profiles automatically adjust:
Time to answer questions
Debate duration
Cooperative or competitive mode (scores visible or hidden)
If you are new to this, or if the class is on the younger side (12-13 years old), pick the simplest profile.
4. Choose the arena language
Language selection
Three languages are currently available:
🇫🇷Français🇬🇧English🇩🇪Deutsch
This is the language in which the questions and debates will appear on the arena
(the projected screen). Each team's tablet interface will be in the language that team picks after the scan.
5. The code and QR code appear
The lobby with QR code and session code
You land on the waiting screen with:
A huge QR code to project to the class
A 6-digit code (in case scanning does not work)
The list of teams joining in real time
📲 Students join
On each tablet
Students open the camera app (or any QR scanner app), point at your screen,
choose their language, see the name and crest assigned to their team, then
tap "Join the game".
Tablet side: languageTablet side: join
⚠️
BEFORE you start: check that ALL groups have joined.
Once you click 🚀 Start the game, the lobby closes
for good. Any group that has not clicked "Join" cannot get in.
No second chance: you would have to start a fresh session from scratch.
Simple trick: check that the number shown in the
blue square matches the number of teams in the room.
The team counter in the lobby
Before clicking Start, take 30 seconds to check
Count your teams: the counter at the top of the lobby must match the number of groups in the room.
Ask each group to raise their hand when they see their team name (e.g. The Web Avengers) shown on their tablet.
Ask out loud: "Raise your hand if you see your team name on your tablet." If a hand is missing, go check that group before starting.
Common issues on the student side
They scanned the QR but did not tap the link that popped up.
They opened the page but did not choose a language.
They chose the language but did not tap "Join the game".
The tablet went to sleep during connection.
As long as every expected team is not listed on the screen, do not start.
Once the count is right, click 🚀 Start the game.
🔄 If a team disconnects during the game
✅
Good news: reconnection is automatic in most cases,
and their spot is kept for 10 minutes.
What to do in each case
Situation
What to do
A tablet goes to sleep for a few seconds
Tap the screen. The page reopens, the game picks up automatically ("Welcome back!" message).
The Wi-Fi drops for a few seconds
Wait 2 to 3 seconds. The game reconnects on its own as soon as the network comes back.
The student closed the tab or refreshed (F5) by mistake
They reopen the URL https://game.leonora-gdpr.lu/player/?code=XXXXXX. The team is recovered automatically.
The student fully closed the browser
Same: they reopen the browser, type in the same URL with the code, the team is recovered.
The tablet restarted
If the local session is still kept (under 10 min), reopening the link is enough. Otherwise, scan the QR again from your screen.
More than 10 minutes have gone by
The spot is released and the team name may be reassigned. The team is lost for this game.
Good practices
Keep the 6-digit code visible on your screen throughout the game (you can also write it on the board as a safety net).
🔄 The "Force sync" button
If one or more tablets seem to be stuck on an old question while the rest
of the class has moved on (a phone that went to sleep, a Wi-Fi hiccup,
a silent reconnect that failed), you can put them back in sync with one click from
the arena using the 🔄 Force sync button (top right of the main screen).
🔄 button on the arena
The button asks for confirmation and pushes the current question back to every team in a
quiz phase (teams currently in a debate are not disturbed). Use sparingly:
answers not yet confirmed will be lost.
🎮 During the game
The pacing
A game alternates 3 phases:
Quiz questions (on the tablets): students answer as a team, as fast as they can.
Poll or express debate (mini-boss): the whole class votes on a real-life scenario in a few seconds.
Combat in the arena (on your screen): teams attack the monster based on their correct answers.
Every 3 to 4 questions, a mini-boss appears with a poll. Once it is defeated,
the final boss takes the stage with a longer debate, ideal for classroom discussion.
💬
A monster has just been defeated? That is THE moment to open the discussion in class.
Before you click "Continue", take 2 to 5 minutes to bounce off it: what does this
monster stand for in real life? Has anyone lived through something like it? What everyday
behaviors keep you safe? The game opens the door, you walk through it.
What you do during the game
You watch the arena on your screen (the attacks, the damage, the team names).
You can move on to the next step at the class's pace whenever
the "Continue" button appears.
"Continue" button on the arena
You can pause ⏸️ if you need to explain a word or settle the class.
You can run the debates: during boss debates, this is when to invite discussion between teams before the vote.
What the students see
The score (except in cooperative mode)
Their correct-answer streak (streak)
The current questions
The polls and debates
The super powers unlocked after several correct answers in a row (cards to swipe)
🏁 End of the game
When every boss has been defeated:
End screen on the arena (leaderboard, statistics)
You can move on to the next episode or head back to the home screen
Discuss with the class
💬
This is the most important moment. Revisit the closest debates and ask:
"Why did you vote that way?"
"What changes depending on the context?"
"Who has ever been through something like this?"
The game is a conversation starter, not an end in itself.
🆘 Problems / troubleshooting
Problem
Quick fix
A tablet cannot join
Check the tablet's Wi-Fi, retype the 6-digit code.
Student disconnected during the game
The game keeps their spot for 10 min. They reopen the link and type the code again (see the dedicated section above).
Intro video stuttering
First time: let it load for 10s. Otherwise, mute the sound and skip it.
You refresh by mistake (F5)
An alert appears BEFOREHAND to warn you. If it is too late, reload: the session stays valid on the student side for 10 min.
🔒 Privacy
🛡️
No personal data is collected from students: no account, no name to enter, no email.
Team names are drawn at random from a preset list.
No information leaves the game server, which is hosted in Luxembourg.