George Veletsianos, PhD

Professor, researcher, consultant, speaker, educational technology, learning design, online education, emerging technologies

ChatGPTs ‘Helpful’ Suggestions Are Actually a Design Problem

In a recent op ed in The NY Times, Meghan O’Rourke highlights how AI systems might tempt learners to offload an increasing amount of their work and thinking. It’s an excellent piece that identifies many crucial problems, and she writes:

Students often turn to A.I. only for research, outlining and proofreading. The problem is that the moment you use it, the boundary between tool and collaborator, even author, begins to blur. First, students might ask it to summarize a PDF they didn’t read. Then — tentatively — to help them outline, say, an essay on Nietzsche. The bot does this, and asks: “If you’d like, I can help you fill this in with specific passages, transitions, or even draft the opening paragraphs?” At that point, students or writers have to actively resist the offer of help. You can imagine how, under deadline, they accede, perhaps “just to see.” And there the model is, always ready with more: another version, another suggestion, and often a thoughtful observation about something missing.

To counteract this, she recommends a variety of pedagogical changes, such as reconsidering the essay format and letter grades. These are fine recommendations. Another approach might be for users to add a system prompt to their LLM to guide it in a way in which it limits its suggestions to a specified task. For example, such a prompt might be phrased as follows:

Only respond to my specific request without offering to do additional work, expand your role, or suggest next steps. Do not ask if I’d like help with related tasks, drafting, or improvements unless I explicitly ask. Keep your assistance limited to exactly what I’ve requested.

However, both O’Rourke’s pedagogical reforms and the system prompt I described share a common limitation in that they place the burden of change on educators and users rather than addressing the underlying system design that creates these temptations in the first place. In other words, AI’s invitation to take over additional aspects of one’s work/writing is a particular design decision. Some design decisions – namely system defaults or those settings which are picked for you  – are more powerful than others. It is simple to stick to defaults and challenging to resist or change system defaults. For example, in the past I wrote how YouTube’s default settings (i.e. defaulting to uploaded video a copyright, rather than a Creative Commons license) has important and unanticipated impacts on open education, as well as how the defaults in Learning Management Systems structure faculty-student relationships in particular ways.

Another approach is to address the system – the design of the chatbot itself – such that the handoff of cognitive work becomes more visible and intentional rather than seamless and automatic. For example, some approaches might include:

  1. Adding friction through confirmation prompts: A few years ago, Twitter made a change to its retweeting practice. If you tried to retweet an article without having clicked it first, it asked you if you really wanted to do that. The intent was to add friction, and to address some of the challenges associated with echo chambers, where we all share things we tend to agree with, even if we don’t actually read them. Similarly, the AI system could add friction, by asking: “Are you sure you want me to draft paragraphs for you?” or “This request would significantly reduce your own writing practice – continue anyway?” before taking on substantial work.
  2. Implementing escalation warnings: When a user’s requests progressively increase AI involvement within a session, the chatbot could display messages like “You’ve now asked me to research, outline, and draft – consider what learning opportunities you might be missing.”
  3. Defaulting to partial assistance: Instead of offering complete solutions, the system could default to giving hints, questions, or partial frameworks that require human completion. This changes the pedagogical role of the chatbot. It’s probably one of the most consequential decisions that designers of education-specific chatbots must contend with.

These solutions aren’t without downsides. First, they directly conflict with AI companies’ business incentives. More seamless and extensive AI assistance likely increases user engagement, subscription renewals, and the perceived value of their products. Voluntary adoption of these friction-inducing features are unlikely without regulatory pressure or industry-wide coordination. Second, confirmation prompts might become annoying click-through obstacles that users eventually ignore.

The question isn’t whether these solutions are perfect. The alternative, accepting AI’s current design as inevitable, essentially outsources pedagogy.

Recent AI keynotes and workshops

A few weeks ago, I was at the University of Texas at Arlington to lead deliver a keynote and two workshops. I am sharing short descriptions of these here for posterity, and as examples of the kinds of events that might be of interest to others.

Keynote: GenAI, Imagination, and Education Futures (60 minutes)

This keynote explores the promises, tensions, and challenges surrounding Generative AI in education, grounded in the history, research, and tensions around the use educational technology. The goal of this talk is to provide an open space for reflection, imagination, and strategic thinking about how we want to move forward and what we want to protect along the way.

Workshop 1: Creating Speculative Fiction to Envision Utopian AI Educational Futures (90 minutes)

This workshop engages faculty in writing short speculative fiction pieces that explore positive, utopian educational futures where AI is thoughtfully integrated to enhance human learning and connection.

Workshop 2: Navigating Possible Futures with Emerging technologies (90 minutes)

This workshop applies structured scenario planning techniques to help U of Texas faculty critically examine how their institution might look like in 2035 given current advances in AI and emerging technologies.

3 excellent questions on solving education & human development problems

One of the concerns in our field of study is that persistent focus on things/technologies (e.g., mobile devices, virtual worlds, AI, online courses, etc etc) rather than problems (e.g., poverty, achievement, engagement, etc). The Journal of Computing and Higher Education has a special issue on “The Research We Need” in educational technology and Spencer Greenhalgh has an article in it that asks three important questions:

  1. which problems should we solve?
  2. who should solve those problems?
  3. is solving problems always good?

It’s a thoughtful paper and well worth your time.

The recipient test: a simple test for ethical and responsible AI use in education

I’ve been receiving many, MANY, questions over the last year around what is and isn’t ethical when deciding whether and how to use AI. Two questions I’ve started asking myself are these:

  • Would I be comfortable being on the receiving end of this?
  • Would I want this for my loved ones, like my niece and nephew?

Call this the “Recipient Test.”

This simple question isn’t just about deciding whether to use AI or not; it also prompts us to consider how we use it responsibly and ethically.

Take the example of recommendation letters. Are you tempted to use AI to draft them? Imagine seeing a letter written for you and discovering it was generated by an algorithm that knows nothing about you. Worse, picture your child receiving such a letter at a pivotal moment. This makes us question the wholesale outsourcing of the task. However, the “Recipient Test” can also illuminate a more thoughtful approach, one shared by my brilliant friend and colleague Tonia A. Dousay. Imagine someone who writes a few of these letters a week. How might theυ use AI responsibly? They might provide the job description, the candidate’s key qualifications, and their own personal insights to a tool AI, then dedicate time to revising and personalizing the draft. In this way, the “Recipient Test” can lead us to use AI as an assistant rather than a replacement.

Consider grading and providing feedback – this is a treacherous terrain. Sure, it saves time, but I still remember truly personalized feedback that shaped my learning. Would an AI provide that? I also recall receiving generic feedback – not from an AI – that offered little value. Perhaps the “Recipient Test” here encourages us to think about how AI can augment, rather than fully automate, feedback, allowing educators to focus on providing individualized guidance. I’m suspect of the “saving us time” argument, but that’s a whole different post.

When designing learning activities, you might apply this test by asking: Would using AI to generate a learning activity create a memorable learning moment I’d like to participate in? Would it inspire curiosity in my niece? The “Recipient Test” might compel you to look beyond mere efficiency.

The use of AI in education – like the use of so many other technologies over the decades – is about thoughtful, measured, and critical integration. The test might lead us to conclude that AI is or isn’t appropriate in a particular case, but it also pushes us to define the parameters of its use to ensure a positive and ethical outcome for the recipient. By consistently asking this question, we are forced to pause, reflect on the impact, and make informed choices.

Aside: This kind of thoughtful consideration might be more challenging in cases where AI is embedded within tech/edtech products, where some of our agency is limited.

Prompting Claude to build a simple sudoku

Continuing with sharing simple prompting experiments, a few days ago I built a simple sudoku game. One reason someone might want to create their own version version might be to escape the ads trackers that are embedded in free online games. Another might be to just see what these models are and aren’t capable of. The initial prompt was:

I want to create a standalone webpage where i can play a simple 9 x 9 sudoku puzzle.

Followup prompts were

remove the hint button [Note: I didn’t ask for one. I suspect “hints” are standard in the training data consisting of or similar to sudoku. This is a reminder that LLMs are probabilistic machines. This is also a reminder of the “power of defaults.” Any choices that Claude makes will likely have a significant influence of people – eg likely to keep the hint button – without consideration of alternatives because it’s just easy to keep it there. Ask a thousand students to use Claude to build a sudoku. How many will include a hint button?] 

remove this error message which shows up in the console: UDOIT [Note: This was a terrible prompt, and it should have asked for a fix in the code to address the error. Yet, Claude deciphered the meaning and tried to fix it. BUT. UDOIT wasn’t the error message that was showing up. UDOIT was the last piece of text that was in my clipboard. Claude happily followed my instructions, agreed it was an error, removed a function that was possibly throwing that error, and declared success, all while the error remained]

this text appears at the top of the board. remove it: .controls { display: flex; gap: 10px; margin-bottom: 10px; } [Note: This was at the top of the html file, and claude just could not locate it. I eventually had to manually remove it]

When i add a number, I want you to instantly check whether it is accurate or not. If accurate it should immediately turn green. if wrong, it should immediately turn red.

To be sure, while this is a very very simple example of what Andrej Karpathy recently called vibe coding (also see the decent wikipedia entry on the term),  it’s not an argument against the need for essential training and skills in coding: understanding errors, timers, sorting, data structures such as arrays, randomization, logic, and loops – all basic elements of this game – are the kinds of foundational building blocks that are helpful in many other contexts. Building a sudoku game just happens to be an example of putting these theoretical concepts in practice. What I find most important about the conversations around AI in education (including vibe coding) is questions around who benefits: Amateurs of experts? For whom is vibe coding most helpful? Who accrues the most benefits? And who might lose out on developing foundational and necessary skills as a result of the advent of these approaches/technologies? These lead to more questions, which intersect with literacies, the labor market, education futures, and the design/adoption of these technologies.

Screenshot of an online Sudoku game interface showing difficulty selection buttons (Easy, Medium, Hard), action buttons (New Game, Check Solution, Solve), a timer reading 00:33, and a partially filled Sudoku grid with some cells highlighted, including one number marked in red.

New book chapter: Professional Learning for Teachers and Educators across the Commonwealth

In 2020, a few months after the pandemic, I worked on a contract for the Commonwealth of Learning (COL) to create a course focused on online assessment. I taught the course three times before it transitioned into a decentralized model and became a standard part of the suite of professional learning opportunities that COL offers to partner institutions seeking to increase their capacity to offer online learning. Last I checked it was adopted by the University of Belize, Caribbean Maritime University, Ministry of Education and National Reconciliation at Saint Vincent and the Grenadines, Sam Sharpe Teachers College in Jamaica, Namibian College of Open and Distance Learning, and Cyril Potter College of Education in Guyana. As part of this effort, I wrote a book chapter describing lessons learned, and it’s now been published. Below is the abstract and citation, with links to the open access book:

Abstract

This chapter focuses on the design, development and lessons learned from the implementation of ten offerings of the Virtual University for Small States of the Commonwealth’s (VUSSC) Designing and Developing Online Assessments (DDOA) course. Designed for post-secondary teachers, instructors and educators, this online course was developed in the early months of the Covid-19 pandemic, and first delivered in September 2020, to help educators around the Commonwealth explore online assessment practices and principles. The self-paced course typically took six weeks to complete and required approximately five hours of independent work per week. It was ungraded and consisted of a range of learner activities including readings, podcasts, practical work, discussions and self-directed work. Its design focused on four principles: flexibility, trust, relevance, and localisation. Given its timing, it prioritised helping adult learners complete the course, or as many parts of it as they deemed relevant to their work. This chapter describes the four principles and explains how each one was reflected in the design of the course. It also describes how and why the course transitioned from a centralised version to a distributed model of offerings for educators.

Citation

Veletsianos, G. (2025). Professional Learning for Teachers and Educators across the Commonwealth: Designing Online Assessments. In Orange, B. et al. (Eds), Innovative Models and Practices in Teacher Development: Case Studies from the Commonwealth (pp. 112-122). Commonwealth of Learning. https://doi.org/10.56059/11599/5700

Prompting Claude to build a coffee journal

To truly grasp the possibilities, limits, and limitations of Generative AI, you have to get your hands dirty with the technology, meaning you have to use it not just once, but ongoing and consistently. Reading about the technology can only get you so far. One of the assignments in my AI in Education course for example, invites students to turn to an AI tool as much as they can over three days and to reflect on that experience.

I’ve been doing something similar, and when I saw D’Arcy’s post on prompting Claude to build a sleep journal, I thought that I should try to do something similar, and since I’ve neglected this blog a little, I should post it here.  A few adjustments and errors, and about an hour later, I built a simple coffee journal that tracks and visualizes your coffee consumption and purchases over time. The initial prompt was:

I need to build a “coffee journal” to document my coffee purchasing patterns. I need it to be a standalone web page that stores the coffee data, visualizes the data and calculates trends. Coffee journal entries will be entered every afternoon, to document my purchases of the day. It needs fields for: number coffees for the day (integer), time that I purchased each of the coffees (time), kind of coffee each one was (text field), and cost of each coffee (integer). I need to visualize the data over time, and calculate and display total cost per day and in total so far.

One of the adjustments for example, was the kind of coffee field. Initially I imagined this to be an open-ended text field. But then realized that users might want to track the kind of coffees they had. I converted this into a dropdown menu, which then made it possible to track the kinds of purchases over time. Will I be using this? Probably not – I prefer weak homemade coffee – but the point is to see what Claude can and cannot do in terms of a simple web app.

A coffee tracking app interface with fields to add date, time, coffee type, and cost. Below, an empty table shows a daily total of $0. A green 'Save Day' button is present. The 'Statistics' section shows 7 total coffees, $28 total spent, and an average cost of $4.

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