Past work has sought to design AI ethics interventions–such as checklists or toolkits–to help practitioners design more ethical AI systems. However, other work demonstrates how these interventions may instead serve to limit critique to that addressed within the intervention, while rendering broader concerns illegitimate. In this paper, drawing on work examining how standards enact discursive closure and how power relations affect whether and how people raise critique, we recruit three corporate teams, and one activist team, each with prior context working with one another, to play a game designed to trigger broad discussion around AI ethics. We use this as a point of contrast to trigger reflection on their teams’ past discussions, examining factors which may affect their “license to critique” in AI ethics discussions. We then report on how particular affordances of this game may influence discussion, and find that the hypothetical context created in the game is unlikely to be a viable mechanism for real world change. We discuss how power dynamics within a group and notions of “scope” affect whether people may be willing to raise critique in AI ethics discussions, and discuss our finding that games are unlikely to enable direct changes to products or practice, but may be more likely to allow members to find critically-aligned allies for future collective action.
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Domain Knowledge and Adaptive Serious Games: Exploring the Relationship of Learner Ability and Affect Adaptability
Detection and responding to a player’s affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play in an attempt to engage the player in the game. A randomized controlled experiment incorporating a Dynamic Bayesian Network that compared results from groups with the affect-sensitive states vs those without revealed that measuring affect and adapting the game improved learning for low domain-knowledge participants.
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- Award ID(s):
- 1828010
- PAR ID:
- 10344116
- Date Published:
- Journal Name:
- Journal of Educational Computing Research
- Volume:
- 60
- Issue:
- 2
- ISSN:
- 0735-6331
- Page Range / eLocation ID:
- 406 to 432
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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