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Google, AI Literacy, and the Learning Sciences: Multiple Modes of Research, Industry, and Practice Partnerships

This paper outlines a symposium examining collaborative partnerships between researchers and Google to advance AI literacy, aiming to identify key intersection points in the partnership lifecycle, analyze the factors shaping these collaborations, and explore future opportunities for mutually beneficial configurations.

Original authors: Victor R. Lee, Michael Madaio, Ben Garside, Aimee Welch, Kristen Pilner Blair, Ibrahim Oluwajoba Adisa, Alon Harris, Kevin Holst, Liat Ben Rafael, Ronit Levavi Morad, Ben Travis, Belle Moller, Andrew
Published 2026-04-10
📖 6 min read🧠 Deep dive

Original authors: Victor R. Lee, Michael Madaio, Ben Garside, Aimee Welch, Kristen Pilner Blair, Ibrahim Oluwajoba Adisa, Alon Harris, Kevin Holst, Liat Ben Rafael, Ronit Levavi Morad, Ben Travis, Belle Moller, Andrew Shields, Zak Brown, Lois Hinx, Marisol Diaz, Evan Patton, Selim Tezel, Robert Parks, Hal Abelson, Adam Blasioli, Jeremy Roschelle

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 the world of education as a massive, bustling construction site. For a long time, the Learning Scientists (the architects and engineers) have been building schools and curriculums, mostly working with local communities, teachers, and non-profits.

Now, a giant new player has arrived on the site: Big Tech (specifically Google). They have massive cranes, unlimited supplies, and the blueprints for the future of Artificial Intelligence (AI).

This paper is a report from a "Town Hall Meeting" where the architects and the tech giants are sitting down to figure out: "How do we build AI literacy together without the building collapsing?"

Here is the breakdown of their conversation, using simple analogies.

The Big Goal: Teaching Everyone to Drive the Car

The group agrees that AI is like a self-driving car that is already on the road. We can't just let people sit in the back and hope for the best. We need AI Literacy.

This doesn't mean everyone needs to become a mechanic who builds the engine (coding). It means everyone needs to know how to drive the car safely, understand the rules of the road, and know when not to use the autopilot.

The paper looks at four different construction projects (partnerships) where Google helped build these "driving schools" for different groups of people.


Project 1: The Global Bus Tour (Raspberry Pi Foundation)

The Analogy: Imagine a school bus that needs to drive to 25 different countries. Some roads are paved; others are dirt paths with no electricity.

  • The Team: The Raspberry Pi Foundation (a UK non-profit) and Google DeepMind (the brainy AI lab).
  • The Mission: They created a free curriculum called "Experience AI" to teach kids (ages 11–14) about AI.
  • The Challenge: You can't just take a textbook from London and hand it to a student in a village in Kenya. The bus needs to stop, get off, and change its route.
  • The Solution: They didn't just translate the words; they changed the examples. Instead of talking about UK weather, they talked about local ecosystems. They also created "Unplugged" lessons—activities you can do with paper and pencils if the internet or electricity goes out.
  • The Lesson: To teach the world, you can't just ship your product; you have to let local partners drive the bus.

Project 2: The Video Game Adventure (AI Quests)

The Analogy: Imagine trying to teach kids how a nuclear power plant works. If you just show them a manual, they'll fall asleep. But if you turn it into a fantasy video game where they are wizards saving the world from floods, they'll be hooked.

  • The Team: Google Research, Stanford University, and a game studio called Phantom.
  • The Mission: Create a game where middle schoolers solve real-world problems (like predicting floods or detecting eye diseases) using AI.
  • The Challenge: Real science is messy and complicated. Games need to be simple and fun.
  • The Solution: They used a "Triad" approach.
    • Google provided the real science (the raw ingredients).
    • Stanford designed the lesson plan (the recipe).
    • Phantom turned it into a fun game (the plating and presentation).
  • The Lesson: You need a "translator" between the scientists and the game designers. If you don't, the game is either too boring or too confusing.

Project 3: The LEGO Workshop (MIT App Inventor)

The Analogy: Instead of giving kids a finished toy car, this project gives them LEGO bricks and asks them to build their own car.

  • The Team: MIT and Google.
  • The Mission: Let students build their own mobile apps that use AI.
  • The Twist: It's not just about learning to code; it's about empowerment. A student in Brazil builds an app to help their local community. A student in Mexico builds one to track local pollution.
  • The Solution: Google provided the "bricks" (AI tools like image recognition) and the "instruction manual" (translated into many languages).
  • The Lesson: When you give people the tools to build their own solutions, they learn the most. It's the difference between watching a chef cook and actually cooking the meal yourself.

Project 4: The City Job Fair (New York Jobs CEO Council)

The Analogy: Imagine a city where the factories are changing their machines overnight. The workers are scared they will lose their jobs. The city needs a rapid retraining center to teach them how to operate the new machines.

  • The Team: The New York Jobs CEO Council (a group of big employers), CUNY (the local colleges), and Google.
  • The Mission: Teach college students (who aren't tech majors) how to use AI in the workplace so they can get hired.
  • The Challenge: Students are confused. Some teachers say "Don't use AI!" while the job market says "You must use AI!"
  • The Solution: They brought in real employees from big companies (like Amazon and JPMorgan) to teach the classes. They showed students exactly what tools the companies use and how to talk about them in an interview.
  • The Lesson: To prepare people for the future workforce, you need the people who are hiring to help teach the class.

The Big Takeaways (The "Town Hall" Conclusions)

After looking at these four projects, the group realized three main things:

  1. It's a Team Sport, Not a Solo Act: You can't just have a researcher and a company. You need a "Triad" or even a "Quartet." You need the Researcher (who knows how people learn), the Company (who has the tech), and the Practitioner (the teacher or game designer who actually builds it).
  2. One Size Does Not Fit All: A lesson plan that works in a high-tech school in California might fail in a rural village in Africa. Partnerships need to be flexible enough to change the "menu" based on who is eating.
  3. The "Power Dynamic" Problem: Big companies have a lot of money and power. Sometimes they want to push their own product. Sometimes researchers want to push their own theory. The best partnerships happen when they stop trying to win and start trying to solve the problem together.

The Bottom Line

This paper is essentially saying: "We are all trying to teach the world how to use AI. We have the best tools (Google) and the best teaching methods (Learning Scientists). If we stop working in silos and start building together, we can create a future where everyone understands the technology that is changing our lives."

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