Game design · learning · AI literacy
What happens when you invite people to make a game?
They learn things a worksheet can’t reach. Here’s what making a game asks of you, drawn from the games I’ve built and the design challenges I run with students and educators.
Six kinds of learning
When you make a game, you have to…
-
understand the system.
In my gamesTo make water run downhill in Sponge Street, I had to understand how a real Ottawa street floods.With studentsPitch a game about this river: research the salmon’s world, then build a rule around it. -
do the research.
In my gamesEvery Birdseed cost in Fantasy Birding comes from regional bird data. Setting a price means knowing how likely a bird is.With studentsInvite students to research their own region and set the costs. -
decide what matters.
In my gamesWhat you score is what you teach. In The Long Way South, I turned a streak that resets into miles that are never taken away.With studentsThe Mechanic move in G.A.M.E.S.: what does your game reward, and what does that say? -
design for someone else.
In my gamesWho plays, who’s left out, what do they need? Accessible play starts with a person, not a category.With studentsCivics Bowl: Solo Edition: redesign a team quiz show for one player. -
test, fail and revise.
In my gamesStrangely Hopeful took eight versions to get simple. The judges and tokens came out.With studentsA two-minute paper playtest. If nothing changes on the page, the rule isn’t doing anything yet. -
decide when AI helps.
In my gamesAI builds alongside me, and I make the calls. In EducAItorBall, every player shares their AI level.With studentsIn G.A.M.E.S., Goal and Audience stay human-only. For the other moves, students choose, check and disclose their AI use.
And along the way
You get creative in three ways.
Cognitive scientist Margaret Boden describes three ways new and valuable ideas happen. Making a game exercises all three. Flip a card.
- CombinePut two things together.
A fantasy football draft + a weekend bird count…
It becameFantasy Birding
Students draft bird cards, go outside for the weekend and score their sightings. Writing “? Uncertain” counts as careful birding.
Read the rules → - ExplorePush the rules.
What if you wait until the last year to plant a flooding street?
In Sponge StreetThe big storm wins.
Native roots deepen season by season. Players discover that time is part of the engineering.
Play it → - TransformChange the game itself.
The old rule: AI is a new piece in the box.
The New RulesAI may be changing the game.
Switch AI on and every space on the board rewrites. One old move is crossed out for good.
Play it →
New to you counts. Boden separates ideas new to history from ideas new to the person who has them. A student’s first game is creative in exactly that second sense, and that’s where the learning is.
Your turn
Invite your people to make a game.
Start with a free challenge. Each one is ready to run, and most need little more than paper.
- Pitch a game about this riverA 30-minute taster.
- Civics Bowl: Solo EditionRedesign a quiz show for one player. 90–120 minutes.
- Fantasy BirdingPrint, cut, go outside.
- The Resonants Remix LabChange one part. Hear a new game.
Bring game design to your school.
I run workshops and design sprints where educators and students build games together, with clear, honest choices about when AI helps.
The World Economic Forum describes cognitive augmentation as using AI to expand what people themselves can understand, decide and achieve.
Making games together is one way to do exactly that. (Sharma, World Economic Forum, 2026)
Play the gamesEverything mentioned here, and more
- Sponge Street
- Bark Park
- The Long Way South (iPhone app)
- Widen the Circle
- Fantasy Birding
- Iron Protocol
- Daily Mixtape
- The New Rules
- Strangely Hopeful
- Six Signals
- The Resonants
- Meet Beep
- The Bad Listener
- Who Decides?
- The Elin Dilemma
- Companion AI Microscenarios
- Rehearsing the Future
- Comedy as Evidence
- EducAItorBall
- Draft First
- The Mega Coach
- The Architecture of Infinite Play
- The Mechanic Is the Message
- G.A.M.E.S.
SourcesThe thinking behind the page
- Boden, M. A. (2004). The creative mind: Myths and mechanisms (2nd ed.). Routledge.
- Boden, M. A. (2009). Computer models of creativity. AI Magazine, 30(3), 23–34.
- Sharma, S. (2026, September 21). As AI becomes more capable, how can we ensure people become more capable too? World Economic Forum.
- Friedman, T. (2026). The mechanic is the message.