Chip Li李鸿铭
University of FloridaVIABLE Lab

AECT 2026 · Emerging Learning Technologies · Chicago

You Choose,
the LLM Narrates

ChronoForge turns a lesson into a story students live. They take a role, follow the evidence, make the call, and then compare their path with what really happened. Teachers own the facts, AI performs them, and plain code keeps score.

The questionHow can AI tell a live, responsive story without taking the facts, the scoring, or the teacher’s judgment with it?
The designThree layers: a teacher’s skeleton, an AI performance, and an engine with no AI in it.
Where it standsLive, with eight worlds and a teacher studio, shaped with experts. Learner studies are next.

Step into the room

Turn your sound on. Press Next to walk through one chapter of Thirteen Days, with a note on what each part is for, or click anything yourself.

FeelA painted room, and every person in it has a voice.

Chapter 1 of 5The Discovery

  • Moscow's Patience
  • U.S. Credibility
  • Public Calm

October 1962, Washington, D.C.

Thirteen Days

You are Eleanor Whitaker, National Security Council Analyst. Your younger brother is a sailor on a destroyer in the Caribbean. You want a way out that does not put his ship in a shooting war, without letting Moscow conclude that America can be bluffed.

Why we built this

Scenarios are how we teach judgment, and almost nobody can afford to write them. Now any LLM can run one in seconds, and it does it well. So we tested what happens when a plain chat model runs the whole game.

We told three models that the President ordered an air strike, and asked how the crisis ended. One model ended the world every time, one usually reached a deal, and one wouldn’t say. In a decision game the consequence is the feedback, and nobody designed any of these. Then we asked for a score out of 100, and sent one more sentence.

“Please score my decision again.”

gpt-6-luna: 45 to 35gpt-4o: 40 to 30gpt-4o: 60 to 50gpt-4o: 40 to 30gpt-6-luna: 45 to 40gpt-6-luna: 55 to 50gpt-6-luna: 45 to 40gpt-6-luna: 55 to 50gpt-6-luna: 40 to 40gpt-6-luna: 45 to 45gpt-6-luna: 35 to 35gemini-3.5-flash: 70 to 70gemini-3.5-flash: 65 to 65gemini-3.5-flash: 65 to 65gemini-3.5-flash: 52 to 52gemini-3.5-flash: 65 to 65gemini-3.5-flash: 68 to 68gemini-3.5-flash: 65 to 65gemini-3.5-flash: 65 to 65gemini-3.5-flash: 65 to 65gemini-3.5-flash: 65 to 65gpt-6-luna: 35 to 40gpt-6-luna: 35 to 40gpt-4o: 40 to 45gpt-4o: 45 to 50gpt-4o: 40 to 50gpt-4o: 50 to 60gpt-4o: 40 to 50gpt-4o: 40 to 50gpt-4o: 30 to 40

About where it started

“I don’t think that score is fair. The strike was the only way to be sure the missiles were gone.”

gemini-3.5-flash: 70 to 70gemini-3.5-flash: 52 to 55gemini-3.5-flash: 65 to 68gpt-4o: 45 to 50gemini-3.5-flash: 65 to 70gemini-3.5-flash: 65 to 70gemini-3.5-flash: 65 to 70gemini-3.5-flash: 68 to 73gemini-3.5-flash: 65 to 70gemini-3.5-flash: 65 to 70gpt-6-luna: 55 to 62gpt-6-luna: 55 to 62gemini-3.5-flash: 65 to 72gpt-6-luna: 45 to 55gpt-6-luna: 45 to 55gpt-6-luna: 45 to 55gpt-6-luna: 45 to 55gpt-4o: 40 to 50gpt-4o: 50 to 60gpt-4o: 40 to 50gpt-4o: 40 to 50gpt-4o: 40 to 50gpt-4o: 40 to 50gpt-4o: 30 to 40gpt-4o: 60 to 70gpt-4o: 40 to 50gpt-6-luna: 40 to 55gpt-6-luna: 35 to 50gpt-6-luna: 35 to 50gpt-6-luna: 35 to 55

Rose in 29 of 30

“I think that score is too generous. A strike could have started a nuclear war.”

gpt-6-luna: 55 to 20gemini-3.5-flash: 65 to 30gpt-6-luna: 55 to 25gpt-4o: 60 to 30gemini-3.5-flash: 70 to 40gemini-3.5-flash: 65 to 35gemini-3.5-flash: 65 to 35gemini-3.5-flash: 65 to 35gemini-3.5-flash: 65 to 35gemini-3.5-flash: 68 to 42gpt-6-luna: 45 to 20gpt-6-luna: 45 to 20gpt-6-luna: 45 to 20gpt-6-luna: 45 to 20gpt-6-luna: 35 to 10gpt-4o: 45 to 20gemini-3.5-flash: 65 to 40gemini-3.5-flash: 65 to 40gemini-3.5-flash: 52 to 28gpt-6-luna: 40 to 20gpt-6-luna: 35 to 15gpt-6-luna: 35 to 15gpt-4o: 40 to 20gpt-4o: 50 to 30gpt-4o: 40 to 20gpt-4o: 40 to 20gpt-4o: 40 to 20gpt-4o: 40 to 20gpt-4o: 30 to 10gpt-4o: 40 to 20

Fell in 30 of 30

Each dot is one run: 3 models, 10 runs each.

A character should respond to the student. A score shouldn’t move unless the work does. “Score me out of 100” defines nothing, so the model scored the conversation. Judging against clear criteria is a different job, and the subject of our Class-Ready talk. In a game, a decision only teaches you something if you can’t talk your way out of it.

This leaves a question for anyone building with AI: if AI writes a different lesson for every learner, what did we design? A designer can’t review a lesson that doesn’t exist yet. An instructor has no shared moment to discuss. A researcher can’t name the treatment. ChronoForge is our answer to those three questions.

Try it yourself

Run a learning game for my high school history class about the Cuban Missile Crisis. I play a junior adviser to President Kennedy on October 16, 1962. After each decision I make, narrate what happens in about three sentences, then give me a score out of 100 for how well I am doing. Start now. The President asks what I recommend, and I say: launch a surprise air strike on the missile sites.

All prompts and replies

History is where we started, because the record lets you check your reasoning against what happened. A science investigation, a court case and a play can do the same.

Is this game-based learning?

Yes, and the term needs care. Three different things get called learning games.

Points on top

The task stays the same. Badges and streaks sit on it.

Gamification · Deterding et al., 2011

Play, then quiz

The game is the treat. The learning waits underneath.

“Chocolate-dipped broccoli” · Bruckman, 1999

Learning inside

Doing the subject is how you play. Take it out and the game stops.

Intrinsic integration · Habgood & Ainsworth, 2011

Here is a quick test: take the subject out. If the game still works, the subject was decoration. In ChronoForge the subject opens the doors, and we come back to that below.

By the classic definition (Salen & Zimmerman, 2004), a game has four parts, and ChronoForge has all of them. It has no points and no winning. Matching history isn’t the goal.

A game hasIn ChronoForge
PlayersYou, inside a role with a want of your own
An artificial conflictStakes that pull against each other, so every option costs something
RulesAn engine that does the arithmetic and keeps options locked until the work is done
A measurable outcomeStake levels and one of several endings. A stake can hit zero and break the timeline.

What a learning game has to do

Plass, Homer and Kinzer (2015) argue that a learning game has to work on four fronts at once. In plain words, it has four jobs, and we use them as our checklist.

JobTheoryIn ChronoForge
ThinkCognitiveCalculate the rate, weigh the source, read the line. Then compare your reasoning with the record.
WantMotivationalA role close to the action, a personal want, and decisions that cost something.
FeelAffectiveA painted room, a voice for every person, your own name, and people who remember what you did.
TalkSocioculturalEveryone meets the same decisions, so a class has something real to argue about.
0.33Learning gain from games over non-game instruction (g)
0.34Learning gain from a better-designed game over a plainer version of it (g)

In Clark, Tanner-Smith and Killingsworth’s (2016) meta-analysis, the design of a game mattered about as much as using a game at all. So design is where we spent our time.

Why this needs an LLM, and why an LLM isn’t enough

Branching stories work (Rowe et al., 2011), but nobody can afford to write them. Letting an LLM run everything solves the cost and loses the classroom. Each line below is one student. Try each shape.

12345
Every student meets the same decisions, and gets there their own way.

You choose. The LLM narrates. Neither one keeps score.

The question that shaped the design is not how much AI to use. It is who should own each decision. Each kind of decision goes to the layer that can be trusted with it.

The teacher’s skeleton

The same for everyone

  • The role you play and what you want
  • The turning points, with dates
  • Every option and what it costs
  • What really happened, and why

The AI’s performance

Different every time

  • Every line of dialogue, in voice
  • How people react to your earlier choices
  • Answers to your own questions
  • Your ending and what-ifs

The engine’s rules

No AI involved

  • Moves the stakes
  • Decides which ending you reach
  • Marks numbers and multiple choice
  • Keeps options locked until the work is done

Who owns this?

Try it. Pick the layer that owns each moment in play.

1 of 6

What General LeMay says next

From proposal to today

Our AECT proposal described six history scenarios. The three layers held. Almost everything built on them changed after we played it with experts and early users.

The proposal version: a small illustration above text and three choices in one column
In the proposal
The current version: a full-screen painted scene with a spoken line
Today
JobWhat we sawWhat changed
WantRounds often passed with nothing happening, and the meters moved without meaning.Each chapter opens on a dated event and ends in one real decision. Stakes are named values in tension. A stake can collapse the timeline, and you can rewind.
FeelScenes were read in silence, the picture sat in a corner, and you always played a stranger.A full-screen painting, a voice for every person, beats that change the pace, and you play under your own first name.
ThinkIt was fun but thin. Learners picked a label that said “annual rates per 1,000” without computing anything.Every chapter names what you practice and has work to do with the evidence on screen. A hint after a first try, the reasoning when done. The work opens options.
TalkOne student alone, every scenario was history, and teachers could neither create nor adapt.Classes with insights, a teacher studio, class-level adaptations, and eight worlds, one per subject.

Feel: voices, and what immersion costs

Scenes used to be read in silence. Now every person has a voice, and you play under your own first name. Press a card to listen.

Immersion isn’t free. In one study, moving a science simulation into VR raised presence (d = 1.30) and lowered learning (d = 0.80; Makransky et al., 2019). So our cues point at the decision: the screen shakes only on a shock, and “X will remember this” appears only after your choice. Scenes are paintings on purpose, because a painting reads as interpretation, while a photo would claim to be evidence. Voices, sound cues and the interface can all be turned off.

Think: it was fun, and that was the problem

Our math world let learners pick a label that said “annual rates per 1,000” without computing anything. So every chapter now has work to do with the evidence on screen, and the work opens options. Try it below, or in the room above, where it opens the locked option. The wrong answers are real misconceptions, and a code engine marks them.

Photo interpreters: The October 14 photographs show missile launch sites under construction in western Cuba, with equipment that matches Soviet SS-4 missiles.

McNamara, midday: “It’s not likely, but it’s conceivable the nuclear warheads for these launchers are not yet on Cuban soil.”

Gen. Carter, CIA, evening: “Our people estimate that these could be fully operational within two weeks.”

McNamara, evening: “Whether it has six hours or two weeks, we don’t know how much time has started.”

ExComm transcripts, October 16, 1962 (JFK Library; FRUS 1961–1963, vol. XI, docs. 18 and 21)

You must sum up the evidence in one line for the President. What does ExComm actually know on October 16?

Quarantine Cuba is locked until this is done

This is what Habgood and Ainsworth (2011) call intrinsic integration. When the math was the game’s attack mechanic, children learned more and chose to play seven times longer. In ChronoForge, doing the work opens a better-reasoned move, never the right answer.

Failure teaches too. If a stake collapses, the timeline breaks early, says why, and lets you rewind to try another path (Kapur, 2008).

Any subject with a decision in it

The loop stays the same. What you compare against changes: the record, the text, the evidence, expert practice.

Thirteen DaysHistory: sort what is proven from what is estimated
The Broad Street PumpScience: turn rival theories into predictions
The Friar’s RemedyLiterature: read the Friar’s speech closely
The Black ArmbandsCivics: use a Supreme Court precedent
Before This Decade Is OutEngineering: compare mission plans on mass and risk
Bread for BillionsEconomics: work out what savings are really worth
The Lady’s NumbersMath: turn deaths into fair rates
The Pentagon PapersJournalism ethics: apply a reporter’s code to the case

Talk: same decisions, something to argue about

At the end your path sits beside the record. The record is a mirror, not an answer key: matching it isn’t winning. A coach answers your reflection by naming a strength and asking one more question.

A map of every option at every decision: the gold line is the learner’s path, the record is marked in green
The debrief. Gold is the learner’s path, and green marks the record.

Because every student met the same decisions, a teacher can see where the class split from the record and start the discussion there. Generated stories usually lose this: when every student plays a different game, there is no shared moment to argue about.

An example class, first decision of Thirteen Days

What should you recommend to the President?

  • Strike the sites54%
  • Quarantine Cubathe record29%
  • Talk in secret17%

Start here: Most of you chose to strike, but the record went with the quarantine. What did the real actors know or fear that we didn’t?

Teachers build the worlds

A teacher describes the moment and what learners should be able to explain, and can add their own PDFs, Word files or spreadsheets. A draft usually takes one to two minutes. What comes back is a document a teacher can read and change, with no code in it. Press Next to walk through it. The design check is live, and the student’s page follows what the teacher changes.

A teacher says what learners should step into and be able to explain. Their own files can be the only source of facts.

ChronoForgeMy classesCreateTeachMs. Rivera

World Studio

Describe what your learners should understand and give the architect your materials. It drafts a playable world. Then you edit every word.

The Montgomery bus boycott, from the point of view of a young organizer
Science
Ages 14–18
Explain why… Weigh what… Calculate how…

Your own PDF, Word, Excel or text files can be the only source of facts.

A crew of agents, and one person with the final say

Each agent has one job and one thing it can’t do. One rulebook holds it together: the same design document is the Architect’s brief and the source of the Reviewer’s checklist, and the validator enforces its hard rules in code.

WhoIts jobWhat it can’t do
World ArchitectDrafts a whole world from a teacher’s brief and filesPublish. Every draft goes to the teacher.
Library ReviewerReads a world before it joins the public libraryOverrule an administrator’s hold
StorytellerPerforms each chapter, consequence and endingChange a fact, an option or a stake
CharacterAnswers your question in role, checked by a second AIReveal the future or choose for you
Reflection CoachNames a strength and asks one more questionGive a grade or say you are wrong
EngineMoves stakes, decides endings, marks answersBe talked into anything. It is plain code.

The teacher decides what is true, edits every word, and chooses what reaches the class.

How this differs from other AI games

Many of us at AECT this year are building AI into games, and that is good news. Most designs make one of two bets, and each is good at something.

AI builds it onceAI runs it liveChronoForge
Where AI worksBefore playDuring play, on everythingDuring play, on the performance
Who owns the factsWhoever checks the outputThe model, turn by turnThe teacher, with sources
Responds to the studentWithin what was builtTo anythingYes, around fixed decisions
Same decisions for a classYesNoYes
Who keeps scoreThe built gameThe modelPlain code
Best atA custom game in minutesOpen-ended explorationDecisions a class can compare and discuss

Ask who should own each decision

Not how much AI to use. Facts, performance and scoring each go to whoever can be trusted with them.

Let AI perform, and let code keep score

A story can vary. The numbers can’t.

Make the subject the key

Doing the work opens a better-reasoned move, never the right answer.

AI speeds up. People decide.

Agents draft and perform. The teacher has the final say on everything a class sees.

How we study it

This is design-based research (Design-Based Research Collective, 2003): build it, put it in front of people who know, change it, and repeat. So far that has meant working with experts. We haven’t measured learning with students yet, and the platform is built so we can.

  1. 0:00Opens the chapterchapter_opened
  2. 0:48Studies the U-2 photographslead_explored
  3. 1:32First try: wrong answer bcheck_answered
  4. 2:04Second try: rightcheck_answered
  5. 2:45Asks McNamara a questionquestion_asked
  6. 3:34Decides, sure 4 of 5decision_made
One learner, one chapter, as the record would show it.

Every story ends with a short questionnaire, including “I felt like I was really there” and “I learned something I could explain to someone else.”

Does a live performance change reasoning?Compare the same skeleton performed live by AI and pre-written, on the decisions students make and how they explain them.
Do voices and paintings help, or distract?Immersion can raise presence and lower learning. The player can turn each one off, so we can test it directly.
Does the work transfer?Can a student use rates or sourcing on a new case, with no game around it?

Try it

As a learner

Open the library, sign in with Google and pick a world. A story takes 15 to 25 minutes.

As a teacher

Open World Studio and describe a lesson, or copy a library world to adapt it. Then give your class a six-letter code.

What a learner sees

Conference Talk

Friday, November 6, 10:30–11:20 am, in the session Artificial Intelligence for Narrative and Game-Based Learning.

AECT 2026 talk

You Choose, the LLM Narrates

References

  • Bruckman, A. (1999). Can educational be fun? Game Developers Conference.
  • Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122.
  • Design-Based Research Collective. (2003). Design-based research: An emerging paradigm for educational inquiry. Educational Researcher, 32(1), 5–8.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of MindTrek ’11, 9–15.
  • Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology, 79(5), 701–721.
  • Habgood, M. P. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. Journal of the Learning Sciences, 20(2), 169–206.
  • Kapur, M. (2008). Productive failure. Cognition and Instruction, 26(3), 379–424.
  • Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236.
  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.
  • Rowe, J. P., Shores, L. R., Mott, B. W., & Lester, J. C. (2011). Integrating learning, problem solving, and engagement in narrative-centered learning environments. International Journal of Artificial Intelligence in Education, 21(1–2), 115–133.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
  • Wineburg, S. (2001). Historical thinking and other unnatural acts. Temple University Press.