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Oooh it turns out that game design educators are the best people to teach students about this topic, for all these reasons. I mean, makes sense to me (incredibly biased tone of voice). Gillian taught an AI, Design & Society class in a first year “great problems” seminar at WPI

The project was a reflexive/meta idea! Design a game to be played by every other first-year students, considering a future version of their school and how AI should or shouldn’t play a role. A couple games described are about tradeoffs (AI destroys academic workload faster but is less accurate)

…or e.g. a deck-builder simulating loss of critical thinking ability due to AI. Students were also involved in co-creating AI policies for class, to avoid prohibition dynamics and foster conversation. Mentorship from experienced students, playtesting and help desks (“benefits to going to a human!”)

Central problem — the AI Creative gap. Ability to produce what resembles creative material rapidly outstrips taste, the ability to evaluate, understand, appreciate and discern creative material. Rogelio pointing out that a lot of educational assessment relies only on quantifying output, not process

So, one way to go would be to shift every wholly into process education — lots of cycles of feedback and working through problems together, qualitative evaluation, etc instead of evaluating output. This is expensive! Shown, a student party game dealing in the messiness of “output”