
An educational game for learning AI and probability
The 7th Patient project aims to use technology-supported learning to improve current practice in high school math education, through research and development of a game-based learning environment. The project developed AI problem-solving based on the high school probability curriculum, and iteratively refined the problem design through cognitive interview studies. Building on the instructional guidelines and scaffolding strategies distilled from these studies, the project developed the 7th Patient game, a game-based learning environment that guides students through problem-solving based learning, addresses students’ misconceptions in probability, immerses them in scenarios aligned with the interests of the students and mirror those in real-life where the probability concepts and AI algorithms can be applied.
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Publications:
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Wang, N, Greenwald, E, Pynadath, D, Mayfield-Ingram, K, Asturias, H, Cannady, M, Collins, M, Cavero, D, Hurt, T, Fu, B, Kapadia, A, Masur, O, Kumar, R, & Merchant, C. (2025). The 7th Patient: Designing an Educational Game for High School AI and Probability Education. In Proceedings of the International Conference on Human Computer Interaction.
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Pynadath, D. V., Wang, N., Greenwald, E., Mayfield-Ingram, K. E., Asturias, H., Cannady, M. A., ... & Merchant, C. (2025). The 7th Patient: An educational game for High-school AI and Probability Education. In ICERI2025 Proceedings (pp. 9070-9079). IATED.
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Pynadath, D, Wang, N, Greenwald, E, Mayfield-Ingram, K, Asturias, H, Cannady, M, Collins, M, Cavero, D, Hurt, T, Fu, B, Kapadia, B. Dincer, A, Masur, O, Kumar, R, & Merchant, C. (2026). The 7th Patient: An Evaluation of an Educational Game for High-School AI and Probability Education. In Proceedings of the International Conference on Human Computer Interaction.
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Pynadath, D, Wang, N, Greenwald, E, Mayfield-Ingram, K, Asturias, H, Cannady, M, Collins, M, Cavero, D, Hurt, T, Fu, B, Kapadia, B. Dincer, A, Masur, O, Kumar, R, & Merchant, C. (2026). The 7th Patient: Lessons Learned from an Educational Game for High-School AI and Probability Education. In Proceedings of 18th annual International Conference on Education and New Learning Technologies.