Bridging Pedagogy and Play: Introducing a Language Mapping Interface for Human-AI Co-Creation in Educational Game Design

Fuente: arXiv
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Auteurs principaux: Yang, Daijin, Kleinman, Erica, Harteveld, Casper
Format: Preprint
Publié: 2026
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author Yang, Daijin
Kleinman, Erica
Harteveld, Casper
author_facet Yang, Daijin
Kleinman, Erica
Harteveld, Casper
contents Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for programming expertise, but they do not eliminate the underlying challenges of educational game design, and they can leave non-expert designers reliant on opaque suggestions from AI systems. We designed a controlled natural language framework-based web tool that positions language as the primary interface for LLM-assisted educational game design. In the tool, users and an LLM assistant collaboratively develop a structured language that maps pedagogy to gameplay through four linked components. We argue that, by making pedagogical intent explicit and editable in the interface, the tool has the potential to lower design barriers for non-expert designers, preserves human agency in critical decisions, and enables alignment and reflections between pedagogy and gameplay during and after co-creation.
format Preprint
id arxiv_https___arxiv_org_abs_2603_03644
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Bridging Pedagogy and Play: Introducing a Language Mapping Interface for Human-AI Co-Creation in Educational Game Design
Yang, Daijin
Kleinman, Erica
Harteveld, Casper
Human-Computer Interaction
Artificial Intelligence
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for programming expertise, but they do not eliminate the underlying challenges of educational game design, and they can leave non-expert designers reliant on opaque suggestions from AI systems. We designed a controlled natural language framework-based web tool that positions language as the primary interface for LLM-assisted educational game design. In the tool, users and an LLM assistant collaboratively develop a structured language that maps pedagogy to gameplay through four linked components. We argue that, by making pedagogical intent explicit and editable in the interface, the tool has the potential to lower design barriers for non-expert designers, preserves human agency in critical decisions, and enables alignment and reflections between pedagogy and gameplay during and after co-creation.
title Bridging Pedagogy and Play: Introducing a Language Mapping Interface for Human-AI Co-Creation in Educational Game Design
topic Human-Computer Interaction
Artificial Intelligence
url https://arxiv.org/abs/2603.03644