Age Matters: Age-Differentiated Playtesting for AI Educational Games

Playtesting is widely employed in educational game design as a post-hoc method for game design validation within the age groups that the learning goals target. For domains such as AI literacy, age-targeted educational games testing may be limiting, as AI learning goals are relevant and frequently misunderstood by children, adolescents and young adults. Designing educational games that teach AI to a wider audience of ages requires playtesting with players of different ages to better interpret gameplay and narrative appropriateness of AI in AI educational games. In this study, we playtested four AI educational games with middle, high school, and college aged students, and analyzed playtesting data, including verbal discourse, in-game behaviors, and post-playtesting reflections. Our findings demonstrate that playtesting can serve as an asset-based practice which reveals how players of different age groups make sense of educational games during play. We provide critical reflections from multi-age playtesting of AI educational games that inform design, and recommendations for engaging AI educational game design.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831323
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Age Matters: Age-Differentiated Playtesting for AI Educational Games

Xueru Yu, Judith Uchidiuno, Jared Ordoña Lim, Jane Awuah et al.
Proceedings of the ACM on Human-Computer Interaction
Educational Games and Gamification
article

Age Matters: Age-Differentiated Playtesting for AI Educational Games

Xueru Yu, Judith Uchidiuno, Jared Ordoña Lim, Jane Awuah, Bryan Wallace, Solyane Berge
article en

Abstract

Playtesting is widely employed in educational game design as a post-hoc method for game design validation within the age groups that the learning goals target. For domains such as AI literacy, age-targeted educational games testing may be limiting, as AI learning goals are relevant and frequently misunderstood by children, adolescents and young adults. Designing educational games that teach AI to a wider audience of ages requires playtesting with players of different ages to better interpret gameplay and narrative appropriateness of AI in AI educational games. In this study, we playtested four AI educational games with middle, high school, and college aged students, and analyzed playtesting data, including verbal discourse, in-game behaviors, and post-playtesting reflections. Our findings demonstrate that playtesting can serve as an asset-based practice which reveals how players of different age groups make sense of educational games during play. We provide critical reflections from multi-age playtesting of AI educational games that inform design, and recommendations for engaging AI educational game design.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
Georgia Institute of Technology (US)
Openalex Percentile: Top 8%
Educational Games and Gamification
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