MEET

ANGELA IGNATIUS

She Walked into Our Lives, No one noticed her at first.

She walked onto campus the way fog slips through the morning—quiet, unannounced, but suddenly everywhere. She wasn’t striking in the conventional sense. Average height. Wore simple clothes. No dramatic features to remember, no loud voice, no grand entrance. But people paused when she passed. Their eyes lingered. And before anyone could even call her name, she was already the subject of every hallway conversation.

About

Meet Angela Ignatius — your new classmate who’s not quite human.

A storytelling game about learning, friendship, and artificial intelligence, where players explore what it means to study and think alongside AI.

Learning Objectives:

  • Have students/teachers freely and safely talk about AI use
  • Identify concrete, domain-specific uses/limits of AI in higher education.
  • Practice perspective-taking and respectful disagreement.
  • Weigh trade-offs (efficiency, integrity, equity, learning).
  • Make and defend a collective decision under constraints.
  • Draft a transparent, ethical Friendship Agreement with AI policy

How to Play

Game Design:

  • Format: Print-and-play storytelling and discussion game
  • Duration: 45–60 minutes
  • Players: 4–6 per group
  • Audience: Secondary school and university students and teachers

Digital Play

Coming soon!
We’re working on a digital version of Angela Ignatius so teachers and students can play online — either remotely or in blended classrooms.

Stay tuned for the release in 2026!
(Interested in piloting? Contact us below.)

Testimonials

“The game created a dynamic and inclusive environment. Students were actively reading, reacting, and debating the implications of AI in different contexts. A wide range of topics surfaced during the activity, from ethical questions to practical uses. The structure allowed even quiet students to join with confidence.

I also used this game as a follow up to an assignment about AI, and the effect was clear. Because they had played the game first, students were able to critically evaluate the pros and cons of using AI in their own learning. Their reflections were deeper, more balanced, and showed that they understood both the possibilities and the risks.”
-Teacher, CML, Leiden University

“It gave me a realization of why AI got so big and why it’s hard to avoid to use it! Everybody wants some help and if it’s so accessible it’s hard to not take the opportunity.”
-Student, Leiden University

“It made me evaluate how much effect my use of AI has on the environment. I am more reluctant to use AI in my daily life because I am scared of being reliant on AI and I am scared of my environmental impact.”
-Student, Leiden University

Attributions

Creative Team
Angela Ignatius was created by Caroline Archambault (www.carolinearchambault.net) with support from Stephanie Daugherity and David Ehrhardt under the Learning Mindset Project (www.learningmindset.org).

License
Creative Commons CC BY-NC-SA 4.0
You may share, remix, and adapt for non-commercial use, with proper attribution.

AI Acknowledgment
AI tools (including ChatGPT and image generation models) were used in parts of this game’s design and story development — as a creative collaborator, not an author.

Contact

Have questions?

Want to bring Angela Ignatius to your classroom or teacher training?

c.archambault@luc.leidenuniv.nl

© 2026 – Angelaignatius.com
Website Design by Uzair

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