Once Upon AI Time: Combining Narrative and Games for Early AI Literacy

Children's AI Literacy & Data LiteracyProgramming Education & Computational ThinkingSpecial Education TechnologyEarly Childhood EducatorsSpecial Education TeachersUniversity Professors & Researchers

Paper Title

Once Upon AI Time: Combining Narrative and Games for Early AI Literacy

Publication Info

  • Topic area: Early AI literacy through interactive storybooks for children ages 6–9.
  • Keywords: AI literacy, interactive storybooks, narrative learning, game-based learning, early childhood education, digital storytelling, AI education, K-3 learners, creative AI, educational games.

Background and Problem

  • Problem / challenge: Existing AI literacy tools are not developmentally appropriate for K-3 learners, often requiring prior coding fluency or presenting abstract concepts in decontextualized ways. Few tools integrate games with storytelling for this age group.
  • Significance: With AI increasingly shaping children’s lives, early AI literacy is critical to help young learners understand AI’s capabilities, limitations, and risks. Developmentally appropriate tools can foster engagement and comprehension in this underserved demographic.
  • Motivation and related work: Prior work shows that games sustain engagement and storytelling provides emotional and conceptual grounding. However, no existing tools for K-3 learners combine these approaches to teach AI concepts. This paper addresses this gap by investigating the role of narrative in game-based AI literacy.

Solution

  • Proposed approach: A series of five interactive digital storybooks combining narrative, mini-games, and scaffolded AI interactions to teach AI concepts to children ages 6–9.
  • Novelty:
    1. First large-scale home deployment comparing narrative-plus-game versus games-only AI literacy experiences for early elementary learners.
    2. Evidence that narrative integration enhances learning outcomes, perceived knowledge, and emotional connection compared to games alone.
    3. Development of a continuous narrative arc and relatable characters to scaffold abstract AI concepts.
    4. Alignment of learning goals with the AI4K12 framework, focusing on perception, representation, learning, and societal impact.
  • Procedure and key techniques:
    • Designed interactive storybooks with an overarching narrative featuring Doodlebot, a robot aspiring to attend “Camp Creative.”
    • Embedded mini-games teaching AI concepts such as coding, pattern recognition, training data, and co-creation.
    • Conducted a two-week home deployment study comparing two conditions: “Book+” (narrative and games) and “Game” (games only).
    • Measured engagement, learning outcomes, and perceived learning through surveys, interviews, and qualitative analysis.

Results

  • Concrete findings:
    • “Book+” participants showed significantly higher learning gains (β = 0.214, p < 0.001) and perceived knowledge increases for robots (2.70 to 4.35) and AI (2.37 to 3.75).
    • Both conditions elicited high engagement (mean scores ~4.25/5), but “Book+” participants reported higher perceived learning (4.36 vs. 3.70, p < 0.01).
    • Narrative context supported stronger recall of AI concepts, with more frequent use of AI vocabulary and integration of learning goals into story details.
  • Advantage over baselines:
    • “Book+” condition outperformed the “Game” condition in learning gains (Cohen’s d ≈ 1.07) and perceived knowledge, while maintaining similar engagement levels.
    • Emotional connection to characters and narrative enhanced motivation and conceptual understanding, absent in the “Game” condition.
  • Experiments / evaluation:
    • Participants: 57 children (ages 6–9) across the U.S., randomly assigned to “Book+” or “Game” conditions.
    • Measures: Pre- and post-surveys, post-book surveys, interviews, and qualitative coding of responses.
    • Metrics: Engagement (Likert scales), learning (knowledge tests), perceived learning (self-reports), and qualitative themes.
  • Limitations and future work:
    • Variability in home environments and parental involvement may have influenced results.
    • Short-term study duration limits assessment of long-term retention and transfer of learning.
    • Future work should explore literacy and personality factors, validate survey measures, and investigate long-term outcomes.

Summary

This study demonstrates that integrating narrative with games enhances early AI literacy for children ages 6–9. The “Book+” condition, combining an overarching story with interactive mini-games, produced significantly stronger learning gains, perceived knowledge, and emotional connection compared to games alone. Narrative scaffolding helped children contextualize abstract AI concepts, while characters like Doodlebot motivated engagement and recall. These findings highlight the potential of combining storytelling with interactive play to make AI concepts accessible and meaningful for young learners, offering a promising direction for future educational technologies.

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https://hci.top/en/papers/chi/221918/2026

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DOI: https://doi.org/10.1145/3772318.3790471
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CHI
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Year
2026
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6 authors
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Subtopics
Children's AI Literacy & Data Literacy, Programming Education & Computational Thinking, Special Education Technology
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Early Childhood Educators, Special Education Teachers, University Professors & Researchers
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