The Devil's Advocate
An AI argues fluent, one-sided historical theses; players rebut with sourcing, context, corroboration, and counter-evidence — and learn when to push back and when to concede a fair point.
Interactive games and learning labs for practicing historical inquiry, media ecology, source evaluation, and pedagogical friction in the age of generative AI.
Playable public scholarship
Each game turns a concept into a decision space: players do not simply receive the framework, they try it, calibrate it, and notice what changes.
An AI argues fluent, one-sided historical theses; players rebut with sourcing, context, corroboration, and counter-evidence — and learn when to push back and when to concede a fair point.
Step into the teacher's chair: navigate charged classroom moments with C.O.R.E. and H.E.A.R.T., balancing civil discourse, academic rigor, and student trust.
Players respond to a polished AI-generated historical claim by choosing inquiry moves that protect sourcing, context, corroboration, agency, and access.
A historical inquiry simulator focused on source judgment, evidence, and the interpretive moves that make historical claims defensible.
A calibration challenge for distinguishing productive friction, exclusionary friction, and context-dependent difficulty in learning design.
A playable media-ecology journey through the shifting sensorium, helping players feel how communication technologies reorganize thought and culture.
Connected hubs
The games are companions to presentations, writing, and research-facing resources. They are public-facing learning spaces, not participant-data systems.