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Teaching AI Interactively: An Experience Report in Higher Education

This experience report demonstrates that redesigning an introductory AI course to incorporate embodied, unplugged simulations and collaborative labs—while maintaining traditional assessments—significantly improved student attendance, engagement, and perceived course effectiveness without compromising academic rigor.

Original authors: Jennifer M. Reddig, Scott Moon, Kaitlyn Crutcher, Christopher J. MacLellan

Published 2026-07-21
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Original authors: Jennifer M. Reddig, Scott Moon, Kaitlyn Crutcher, Christopher J. MacLellan

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine trying to learn how to drive a car by only reading a manual about engines, gears, and traffic laws. You might memorize the rules, but when you finally sit behind the wheel, the real world feels overwhelming, confusing, and scary. This is often what learning Artificial Intelligence (AI) feels like for students. AI is the branch of computer science where we teach machines to make decisions, learn from patterns, and solve problems that usually require human brains. But the "manual" for AI is heavy with complex math and abstract ideas that can make students feel like they aren't smart enough to join the club.

For a long time, teachers tried to fix this by giving students big projects to build AI programs at home. But the paper argues that the real magic happens in the classroom, before the homework starts. The researchers wondered: What if we stopped just lecturing and started letting students "act out" how AI thinks? They used a method called "CS Unplugged," which is like learning to dance without music first—using your body to feel the rhythm before you ever touch a speaker. By turning abstract math into physical games and group activities, they hoped to make the scary parts of AI feel like a fun, solvable puzzle.

The Experiment: Turning Class into a Playground

The researchers at Georgia Tech took a standard university course called "Introduction to Artificial Intelligence" and gave it a major makeover for a summer session. Usually, this class is a big lecture hall where a professor talks for two hours, and students take notes. For this summer version, they kept the same homework, the same exams, and the same difficult topics (like how computers search for answers or make guesses with uncertainty). The only thing they changed was what happened during the class time.

Instead of just listening, the students played games. For example, to understand how a computer decides the best move in a game, the students played a physical game called "Grid Knockout." They stood in pairs, holding grids of numbers, and took turns erasing half the grid to try to force their partner into a high or low number. They were physically acting out the logic of the computer's brain. After playing, they discussed what happened, and then they wrote the code to make a computer do the same thing. It was a bridge: first, they felt the concept with their hands; then, they built it with their fingers on a keyboard.

What They Discovered

The results were surprisingly clear, even though the students were doing the exact same difficult work as the previous semester.

First, the students in the new, game-filled class showed up more. The data showed that students in the summer session were nearly 7 times more likely to report attending a high percentage of classes compared to the lecture-only students. They didn't just show up because they had to; they showed up because they felt like they were missing out on something fun and useful.

Second, the students felt the class was more effective. Even though the tests and projects were identical, the summer students were about 4 times more likely to say that their homework and exams actually measured what they knew. They felt that the in-class games had prepared them so well that the assignments felt like a fair test of their skills, rather than a random hurdle.

Third, the students felt more confident. In interviews, they described the classroom as a "safe space" where it was okay to be confused. One student said they used to think, "I don't have the skills to be an engineer," but after the class, they realized, "I want to do this now." The physical games broke the scary, complex math down into manageable pieces, making the students feel like they were actually building something rather than just memorizing formulas.

The Takeaway

The paper suggests that you don't have to lower the difficulty of a course to make it better; you just have to change how students experience the learning. By letting students "embody" the ideas—standing up, moving around, and playing games—they built a stronger foundation for the hard math that followed. The researchers found that when students feel a sense of progress and see the value in showing up every day, they engage more deeply and feel more capable. While this was a small summer experiment with about 50 students, it hints that the way we teach difficult subjects might need to be less like a lecture and more like a collaborative workshop where everyone gets their hands dirty.

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