Society & AI — Academy Classroom Kit
societyandai.org/academy/classroom-kits
Unplugged Simulation
Mystery Machine
One student runs a secret rule on a set of objects, answering only yes or no. The class has to reverse-engineer the rule by testing examples — the same move used to audit a real black-box system.
Learning objective
Students can describe how testing examples and watching outputs lets you build confidence in a rule you cannot see directly.
What you need
- 12–16 small objects or cards, each with 2–3 visible features (color, shape, size)
- One sealed 'rule card,' written by the teacher in advance
- A board or chart to record yes/no answers
Why this works
Most of what a rule-based system does happens somewhere nobody in the room can watch. The realistic response isn’t to give up on understanding it — it’s to test it carefully and build a model of its behavior from the outside. That’s an inductive-reasoning skill, and it’s exactly what this game rehearses, with nothing higher-tech than yes and no.
How it works
- Ahead of time, the teacher privately writes a simple sorting rule — for example, “anything with more than four sides” — and seals it.
- One student, the Machine, applies the rule silently to any object the class hands over, answering only “yes” or “no.”
- The class takes turns offering objects and recording each answer where everyone can see it.
- After 8–10 tests, groups guess the rule and check their guess against two new objects before the reveal.
- Reveal the real rule. Talk about which guesses were close, and which test would have settled it faster.
Talk about it
- What was the fewest tests you needed before you felt confident in your guess?
- Was there a test you wish you’d tried earlier — one that would have ruled out more guesses at once?
- If the Machine refused to explain any of its yes-or-no answers, how would that change how much you trusted it?
Concept: Algorithms
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