Designing with Unpredictable Narrators: Tensions in AI-Mediated Game-Based Learning

Authors

  • Julie Madelen Madshaven University of Agder
  • Christian Robere Simonsen University of Agder
  • Christian W. Omlin University of Agder; Pingla Institute Ltd. https://orcid.org/0000-0003-0299-171X

DOI:

https://doi.org/10.34190/ecgbl.20.1.5202

Keywords:

Generative artificial intelligence (AI), Game-based learning (GBL), Pedagogical tensions, Narrative AI systems, Historical consciousness, Implicit learning

Abstract

In AI-mediated game-based learning, generative AI introduces design tensions. This study explores these tensions in Temporium, a digital educational game where undergraduate students engage with historical consciousness through interaction with a generative narrative agent. The game invites students to explore how individuals, groups, and institutions are historically conditioned and how interpretations of the past shape understanding of the present and perspectives on the future. Unlike scripted systems, the generative AI functions as a semi-autonomous agent that reframes how historical situations are understood in response to player-system interaction. The game was deployed with 51 students, and gameplay logs were treated as the primary data source. The study adopts a design-oriented approach, focusing on how player-system interaction unfolds rather than on learning outcomes. Gameplay logs were analysed through an iterative coding process to identify failure modes and subsequently interpreted as design tensions reflecting underlying structural trade-offs. The analysis identified tensions such as instructional steering versus generative agency, narrative coherence versus exploratory freedom, and information availability versus interpretive participation. These tensions are not isolated system failures, but structural trade-offs that influence interaction and create points of friction between AI-generated outputs and pedagogical intentions. Understanding such tensions is essential before learning outcomes can be meaningfully evaluated. By identifying them, this work provides a basis for understanding the design of AI-mediated game-based learning systems and clarifies the constraints and conditions these systems introduce for supporting interpretation and historical consciousness.

Author Biographies

Julie Madelen Madshaven, University of Agder

Julie Madelen Madshaven holds a Master's degree in Educational Technology from the University of Agder, Norway, and is currently a PhD candidate at the Department of Information and Communication Technology. Her research explores game-based flipped classrooms, combining learning theory, implicit learning, and AI for student active learning.

Christian Robere Simonsen, University of Agder

Christian Simonsen is an Assistant Professor at the University of Agder (UiA). He has worked in the games and technology industry since the early 2000s and has over a decade of experience teaching game design, development, programming, and educational technology. His research explores esports, gaming, motivation, and student-active learning.

Christian W. Omlin, University of Agder; Pingla Institute Ltd.

Christian W. Omlin earned his M.Eng. from the Swiss Federal Institute of Technology Zurich in 1987, and his Ph.D. from Rensselaer Polytechnic Institute (USA) in 1995. He worked as a Visiting Scientist at NEC Research Institute in Princeton, and held academic posts at multiple global institutions in Europe, Africa, and Oceania.

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Published

2026-09-28