T[AI]MELINE_

A card game about the history of artificial intelligence — created for teachers and teacher educators who want to explore AI critically, playfully, and collaboratively.

◈ HISTORY CARDS ◉ CULTURE CARDS ⭐ PREDICTION CARDS ⚠ ETHICS CARDS ◆ EDUCATION CARDS 🔥 HYPE CARDS
◈ HISTORY CARD
> EVENT
Deep Blue defeats Kasparov
◉ CULTURE CARD
> EVENT
Tamagotchi launched
⚠ ETHICS CARD
> EVENT
Amazon scraps CV algorithm
⭐ PREDICTION CARD
> QUOTE
«A machine will be chess champion within 10 years»
◆ EDUCATION CARD
> EVENT
Norwegian education framework launched
🔥 HYPE CARD
> EVENT
ChatGPT is launched
2–8
PLAYERS
20–45
MIN
60+
CARDS
6
CATEGORIES

> LOADING RULES...

HOW TO PLAY

T[AI]MELINE is easy to learn, but opens up deep discussions. The core principle: place events correctly in time — and help each other think critically about artificial intelligence along the way.

> BASIC RULES

> T[AI]MELINE — RULES
1.
Shuffle all cards and deal 7 cards to each pair. Place them face up (year hidden).
2.
Place one card face down in the center of the table. This is the starting point of the timeline.
3.
Take turns: Discuss in your pair, select one card, and place it in the timeline where you believe it belongs (before or after existing cards).
4.
Flip the card: If correctly placed → the card stays. If incorrect → discard the card, and the pair must draw a new one.
Prediction Cards: Read the quote aloud for everyone after the year is revealed. Discuss for 60s: was the prediction too early, too late, or surprisingly accurate?
Ethics Cards: The back contains a dilemma related to the event. Take a position (pro/con) and discuss for 60s. No points awarded; the goal is positioning.
Winter Strips: Physical grey strips on the table. Represent periods where research and funding stagnated.
First pair to empty their hand wins!

> AI WINTERS — SPECIAL PERIODS

The timeline contains two periods where research stagnated, funding dried up, and optimism faded:

❄ ❄ ❄
══ AI WINTER 1 ══ 1974 ───────────── 1980
❄ ❄ ❄
❄ ❄ ❄
══ AI WINTER 2 ══ 1987 ───────────── 1993
❄ ❄ ❄

> TEACHING TIPS

◆ INTRODUCTORY GAME

Use 10–15 minutes at the start of an AI lecture. Start with 5 cards per pair for a faster game.

⚠ ETHICS WORKSHOP

Select only ethics and culture cards. Use them as a starting point for discussions on bias and power structures.

⭐ PREDICTION ROUND

Play using only prediction cards. Have students discuss which predictions came true — and what that tells us.

◉ CULTURE AND MEDIA

The culture cards are well-suited for media analysis: what do HAL 9000 and Terminator tell us about our fear of AI?


> LOADING PROJECT INFO...

ABOUT THE GAME

AI now permeates education at all levels — but many teachers face it without historical context, without shared concepts, and without space for critical reflection. T[AI]MELINE was created to provide exactly that.

— The premise of the project

> BACKGROUND

T[AI]MELINE was developed as part of research on artificial intelligence in teacher education and schools. The game stems from frustration: the debate on AI in schools is often either unrealistically optimistic or panic-driven — and rarely grounded in what AI actually is, what it has been, and how it impacts society.

Teachers and teacher education students need more than digital skills. They need historical awareness, ethical reflection, and a shared language to navigate the AI landscape with their students. That is what T[AI]MELINE seeks to build — through play.

> PEDAGOGICAL FOUNDATION

▓ GAME-BASED LEARNING

Research shows that play activates engagement, reduces performance anxiety, and opens up deeper conversations than traditional teaching. The timeline format provides a concrete, tangible structure for abstract content.

▓ SCHOOL AND EDUCATION

The game is explicitly linked to Norway's framework and guidelines for schools and education. The Education cards make this connection visible and provide teacher students with a tool to position themselves in the digital landscape.

▓ CRITICAL AI LITERACY

The ethics and prediction cards are designed to challenge the notion of AI as neutral technology. They invite questions about power, bias, and who benefits from AI development.

> STATUS — 2026

> PROJECT STATUS
Digital card prototype completed (React component)
Card content for 60+ events completed
Card lookup and chronicle available online
Physical print version in development
Pilot testing with teacher students planned

> RESEARCH AFFILIATION

The project is part of ongoing research on professional digital competence in Norwegian teacher education, with a particular focus on how teachers develop critical understanding of AI technology in pedagogical practice.

◆ EDUCATION GAME-BASED LEARNING AI LITERACY TEACHER EDUCATION CRITICAL TECHNOLOGY UNDERSTANDING