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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Introducing the Competence Imitation Game: A Research and Teaching Tool for Context-Specific AI Literacy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Otto Segersven</string-name>
          <email>otto.segersven@helsinki.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Linda Mannila</string-name>
          <email>linda.mannila@helsinki.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Helsinki</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>This is a work-in-progress paper, in which we outline the challenge of supporting context-specific AI literacy and present the Competence Imitation Game aimed at addressing this challenge. The Competence Imitation Game is a co-designed educational approach and practical tool inspired by the Turing Test. The way in which AI technology is adopted, and its impact, varies depending on the domain, meaning that AI literacy may comprise diferent competences depending on the context. Domain experts possess the tacit knowledge and insider perspectives required to recognize and evaluate these context-specific competences. The work addresses the question on how to harness the experience of practitioners to promote context-specific AI literacy by centering the learning process on collegial exploration of the boundary between human and machine competence. Through collective eforts to identify peers from Large Language Models imitating them, the Competence Imitation Game ofers a new model for promoting AI literacy rooted in situated judgment and domain-specific expertise.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;AI literacy</kwd>
        <kwd>Imitation game</kwd>
        <kwd>K-12 education</kwd>
        <kwd>Human-AI interaction</kwd>
        <kwd>Educational Technology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The following excerpt is taken from an imitation game experiment between professional programmers
and a large language model (LLM). The format is inspired by the Turing Test: a programmer (the Judge)
attempts to distinguish between a human programmer (Respondent 2) and a LLM prompted to imitate
one (Respondent 1) through typed questions and answers.
to collegially reflect upon, and discover the knowledge, skill and experience that remain uniquely human
in the age of AI.</p>
      <p>We begin by discussing the concept of AI literacy, outline key challenges in its development, and
show how the Competence Imitation Game can help address these challenges. We also present the
co-design of an accessible browser-based application initiated to support this goal.</p>
    </sec>
    <sec id="sec-2">
      <title>2. AI Literacy</title>
      <p>
        Artificial intelligence (AI) is one of the fastest growing sub-fields of computer science (CS) with direct
impact on society and our daily lives. AI in education is a nascent field, with no clear guidelines on
what to teach or how to pedagogically benefit from AI in classrooms [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While much of the current
discourse on AI in education focuses on generative AI, it is crucial to adopt a broader perspective. This
is highlighted by UNESCO [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] as the need to learn about, learn with and learn to work and live with
AI, competences commonly framed as AI literacy [
        <xref ref-type="bibr" rid="ref3 ref4 ref5 ref6">3, 4, 5, 6</xref>
        ]. AI literacy is also highlighted as a citizen
competence in Article 4 of the EU AI Act [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and in May 2025, the OECD and European Commission
presented a joint framework for AI literacy [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        An influential framework posited by Long and Magerko [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] defines AI literacy as “a set of competencies
that enables individuals to critically evaluate AI technologies; communicate and collaborate efectively
with AI; and use AI as a tool online, at home, and in the workplace” (p. 2). Their framework builds on
ifve themes framed as questions in relation to AI: What is AI?; What can AI do?; How does AI work?;
How should AI be used?; and How do people perceive AI?
      </p>
      <p>Promoting AI literacy as a citizen competence across society presents several challenges. These
include: (i) the complexity and unfamiliarity of AI technologies for many people, (ii) the lack of hands-on
activities beyond direct content teaching resources, and (iii) the variation in the type of AI literacy
required across diferent domains of practice where AI systems are used.</p>
      <p>
        The first challenge, the complexity and unfamiliarity of AI, echoes the dificulties faced when
programming was added to K-12 curricula. At that time, many teachers lacked programming experience
[
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ], highlighting the need for easy-to-use teaching resources. Second, based on our experience with
co-designing AI literacy resources together with educators [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ], we have identified the need for
pedagogical approaches that go beyond direct content teaching to include more hands-on activities,
such as Teachable Machine, where learners get experience in training an AI model based on their own
data [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Third, the use and impact of AI technologies and, therefore, the type of AI literacy required varies
depending on the context. In sociological terms, modern society is divided into a multitude of
increasingly specialized social worlds, sometimes referred to as forms of life, cultures, speech communities,
communities of practice, and so on (see [
        <xref ref-type="bibr" rid="ref14 ref15 ref16 ref17">14, 15, 16, 17</xref>
        ]). Social worlds are groups of individuals engaged
in a shared activity along with specific knowledge, skills, conventions, and role distributions. Citizens,
teachers, pupils, therapists, parents, programmers, students, and policymakers—each group with its
unique domain of experience and competence, face specific challenges and questions regarding how
AI technology can and should be used, as well as how it afects their shared practice and daily lives.
Echoing these concerns, recent research on teacher education has emphasized the need to include
teacher knowledge and experience in conceptualizing AI literacy for teachers [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The diferentiated
integration of AI systems across society highlights the need to expand standardized, one-size-fits-all
instruction in AI concepts rooted in computer science to include practitioner-centered approaches to
develop context-specific AI literacy.
      </p>
      <p>This project addresses these needs by developing the Competence Imitation Game (henceforth,
COMIG), inspired by the now classical Turing Test [19]. In the COMIG, members of a social world
explore the limits and capabilities of AI within their own unique domain of practice. The purpose of
the COMIG is to establish a platform for peer learning, which harnesses the shared context-specific
knowledge and experience of participants to promote exploration and reflection around the role and
impact of AI technologies on their lives. Our goal is to develop the COMIG into an accessible educational
resource that supports the exploration and advancement of AI literacy across K–12 education, higher
education, and professional contexts. In what follows, we describe the COMIG in more detail, its
underlying theoretical framework, and outline its potential to explore and enhance AI literacy. We then
turn to the ongoing co-design process through which the game is being collaboratively developed into
a publicly accessible web-based application.</p>
    </sec>
    <sec id="sec-3">
      <title>3. The Competence Imitation Game</title>
      <p>
        The Competence Imitation Game is a method of researching and developing AI literacy, taking human
diversity and societal specialization as a starting point. In this activity, members of a chosen social
group are tasked with distinguishing and identifying a group member from a Large Language Model
(LLM), prompted to imitate a fellow member, through typed question-answer-assessment dialogues.
The game itself, combined with a facilitated review and discussion of the results, creates a space for
peer-to-peer exchange and context-specific reflection on the key themes raised by Long and Magerko
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]: What is AI and how does it work? What competences do we share that are not replicable by AI?
How should AI be implemented in our practice? What role and responsibility do we have in the use of
AI technologies?
      </p>
      <sec id="sec-3-1">
        <title>3.1. Origins of the Imitation Game</title>
        <p>Originally, the Imitation Game was a Victorian parlor game in which a judge, through written dialogue,
had to determine which of two players was genuine and which was the imitator; for example, which
player was a woman and which was a man pretending to be a woman. The game became famous through
Alan Turing [19], who used it as a thought experiment, later known as the Turing test, to examine the
ability of machines to mimic human intelligence. Turing proposed that if a human interrogator, after
a five-minute interview, could not distinguish a machine from a human, the machine has achieved a
human level of intelligence.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. A Game of Social Relations</title>
        <p>During the past two decades, sociologists have adapted the Imitation Game as a method to investigate
the distribution of knowledge in society and promote mutual understanding between diferent social
groups [20, 21, 22, 23]. The core idea of the game is simple: instead of a human trying to identify
a machine, a member of a social group is tasked with identifying a genuine group member from an
imitating nonmember; for example, Scots identifying fellow Scots from English people pretending to be
Scottish. Educational applications show that the method promotes insight into shared knowledge and
experience, identity construction, and mutual understanding within a group by encouraging participants
to express and evaluate competences that the other party does not have access to [24, 25]. A key strength
of the method is that, by positioning participants as proxy researchers who conceive the questions and
evaluate the answers from their perspective, it harnesses the experience of domain experts to define
what constitutes relevant knowledge.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. A Game of Human-Machine Competence</title>
        <p>The COMIG combines the legacy of Alan Turing’s test on machines’ ability to mimic human behavior
with the sociological imitation game paradigm, which views social groups as loci of knowledge and
expertise. It is essentially a role-playing game involving three roles: the Judge, the Non-Pretender, and
the Pretender. Both the Judge and the Non-Pretender are experienced in a selected domain, while the
Pretender is played by an LLM. The Judge’s task is to ask questions they believe will help reveal the
true identity of the respondents. The Non-Pretender answers sincerely, based on their real experience,
while the LLM is prompted to respond as if it were a domain expert. For each question, the Judge
receives both answers, without knowing which is which, and must decide which response comes from
the human expert, indicate their level of confidence, and explain their reasoning.</p>
        <p>In a pilot study where rock climbers were tasked with identifying whether a response came from
a human rock climber, or ChatGPT imitating a climber, results showed that while the model could
convincingly reproduce climbing jargon and domain-specific knowledge, it lacked competencies related
to embodied and emotional experiences, such as fear and training discipline [26]. The method not only
showed how climbers perceived the diference between human- and machine-generated responses, but
also revealed the actual diferences in capabilities. The research thus explored the boundaries between
human and machine competence of the social world of rock climbing.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. A Game to promote AI literacy</title>
        <p>While the study on rock climbing showed the value of the COMIG for research on context-specific
human-machine diference, the potential of the method for promoting AI literacy remains largely
unexplored. This is the aim of the current project: we develop and test the Competence Imitation
Game app as a pedagogical tool that engages participants, ranging from pupils, students, educators
and professionals, in context-specific exploration and reflection on the nature and diference between
human and machine competences. By embedding the game into specific domains of practice and spaces
of learning, the project seeks to generate an understanding of what AI can and cannot do in relation to
specific tasks and to invite learners to consider why those distinctions matter for their own practices
and everyday lives.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Co-Designing the Competence Imitation Game App (COMIG)</title>
      <p>Competence Imitation Games are arranged based on specific topics, selected to reflect domains of insider
knowledge and experience shared by the participants. These could include high school mathematics,
school life, friendship, parenting, or professional fields such as teaching, journalism, therapy, or social
work — any context characterized by a specific competence domain. While the game typically focuses
on such domain-specific expertise, it can also be played as a classical Turing Test, addressing what it
means to be human in general. The organizer can select the topic and develop the prompt according to
their own context and needs, making the game adaptable to a wide range of learning environments.
The goal is to support participants in developing AI literacy through a collaborative exploration of the
limits and capabilities of AI in relation to the competences shared among peers both during the game,
and post-game group discussions.</p>
      <p>While the core structure of the game remains relatively fixed, its practical implementation can take
many forms. Variations include playing individually or in groups, experimenting with diferent game
topics, incorporating specific educational themes in post-game discussions, and integrating the game
into classroom settings or professional contexts. These elements are explored and developed through a
co-design process. In what follows, we present the rationale, design philosophy, and initial plans for
the co-design process of the COMIG app and educational approach aimed at developing AI literacy
through role-based, human-machine interaction.</p>
      <sec id="sec-4-1">
        <title>4.1. Background and Distinction from Established Models</title>
        <p>Unlike existing educational interactive tools for AI literacy, such as GenAI Teachable Machine [27]
and Somekone [28], which focus on learning outcomes related to specific and well-defined AI topics
(e.g., training and deploying classifiers, recommendation algorithms), the COMIG does not seek to
convey a predetermined body of knowledge. Instead, by inviting participants to distinguish between
human and AI-generated responses based on their own domain-specific understanding, each
gamedialogue represents the unique features of the group at play, and the learning outcome is emergent
and open-ended. In fact, each game is an opportunity for the participants to act as proxy researchers
and collectively discover the limits of AI capabilities in their own particular social world. This shift
from propositional to procedural learning has important implications for both design and evaluation. In
contrast to tools where success is measured by task completion or correct application of predetermined
concepts, our app is designed to support learning that is emergent, collective, and grounded in dialogue
among peers. Success is not determined by whether a participant “learned the principles of machine
learning” but by whether they are able to articulate, reflect on, and question the nature of intelligence,
competence, and machine integration in their specific domain.</p>
        <p>The design of the COMIG is guided by a set of assumptions: 1) there are a multitude of social worlds,
characterized by distinct shared activities and competences, including tacit knowledge, which is hard to
explicate and transmit through text; 2) those fluent in these practices are considered experts within their
domains; 3) AI literacy may involve a varied set of competences from one social world to another; 4)
experts within these contexts possess insider perspectives that external AI literacy educators may lack;
5) a central component of AI literacy is exploring the boundaries of human and machine competence in
relation to specific practices; 6) peer interaction, group membership, and shared identity are essential
for surfacing context-specific AI literacy.</p>
        <p>Thus, the app is envisioned not merely as a game, but as a learning environment that supports
participants to collectively articulate the contours of their own expertise, explore what is uniquely
human, and reflect on the role of AI in their lives.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Co-design process</title>
        <p>The COMIG is being developed through a co-design process which began in March, 2025. So far, the
process has included a seven-day design sprint with a team of researchers from sociology, education,
and computer science, as well as educators, programmers, designers, and domain-experts (e.g., educators
and learners across K-12 and higher education) who act as both testers and informants. Currently,
we work through iterative cycles of feedback and prototyping. Prototypes of the app have already
been tested among teacher education students, linguistics students, and in-service programmers at the
University of Helsinki, Finland. Each session produced distinct game-dialogues, validating the method’s
potential while also informing further development. Upcoming classroom trials will involve pupils
(aged 13–16 years ) in social studies and religion.</p>
        <p>We adopt an emergent framework that combines qualitative and quantitative dimensions for
evaluating the app and its use. The analysis focuses on how, and how accurately, participants identify
each other during the game, reported new insights and experiences of learning, quality and content of
post-game discussions and afective engagement. Data will include surveys, game dialogues, recordings
of group interactions during the game and post-game discussions, including selected interviews. The
results will inform the design process for further refinement before introducing the app for larger-scale
testing. The final app will have functionality for easy and flexible use in group settings, and for data
collection to support continuous research.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>By centering the learning process on collegial exploration of the diference between human and machine
competence, emerging through collective eforts by domain experts to identify their peers from LLMs
imitating them, the COMIG ofers a new model for researching and promoting context-specific AI literacy
rooted in situated judgment and domain-specific knowledge. Rather than focusing on predetermining
the content of AI literacy, we create a space in which the complexities of machine participation in
human life can be explored contextually and collaboratively by domain experts.</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>The author(s) used ChatGPT-5 for proofreading, including spelling checks and suggestions to improve
the writing. After using this tool, the author(s) reviewed and edited the content as needed and take full
responsibility for the publication’s content.
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