Game-Based Learning as a Tool for Teaching Ethical AI to Youth: Insights from the CHARLIE Project
DOI:
https://doi.org/10.34190/ecgbl.18.1.2847Keywords:
Game-Based Learning, Ethical AI, Youth Education, Digital Games, Bias in AI, Technology Education.Abstract
The pervasive influence of Artificial Intelligence (AI) and Machine Learning (ML) technologies in everyday life has underscored the critical need for addressing inherent biases in big data. The CHARLIE project, an “ERASMUS+ KA2” initiative involving six partners across five European countries, is a beacon of innovation in addressing the critical need for algorithmic biases and ethical education in AI and ML. Our project objectives centre on enhancing the capacity of Higher Education (HE) institutions to deliver socially responsible and ethically informed tech education, particularly in AI and ML domains. By integrating digital and engaging pedagogical strategies, we aim to increase tech students’ social and ethical competencies and equip educators with effective tools for teaching these critical topics. CHARLIE focuses on cultivating an ethical, human-centered perspective in technology education, specifically targeting the youth demographic.
One of the practical outputs from CHARLIE is the development of a competency matrix and the 'Algorithmic Bias' course. This course, designed with a blended learning approach and complemented by a 'Digital Game' to assess learning outcomes, is a testament to the project's real-world applicability. Additionally, the project focuses on creating effective linkages between HE, Adult Education (AE), and Youth sectors to facilitate widespread adoption and recognition of ethical AI curricula. This method is chosen for its potential to engage young learners in complex subjects by integrating learning with interactive, scenario-based gameplay that reflects real-world dilemmas. The games complement theoretical knowledge with practical decision-making exercises that promote critical thinking and ethical reasoning.
Our paper will outline the development process of our digital games, discuss the pedagogical frameworks that underpin them, and share preliminary results from their implementation across various educational settings in Europe. We will also explore the broader implications of our work for integrating game-based learning in ethical tech education and its potential to transform educational practices in Higher Education, Adult Education, and beyond.