The author affordances of an AI architecture are the hooks' that an architecture provides for an artist to inscribe their authorial intention into the machine
This distinction is important for the DGBL paradigm Similar to Mateas, we have the standpoint of an author: the designer of the learning environment. The ALE framework conceives the technology as a set of affordances for con structing the educational environment: structuring forms of access to the educational material, creating mechanisms for engaging students and teachers, and designing possibilities twogroups. Beyond Mateas, wee or interaction between the have two kinds of users: students and teachers(Fig. 4). The technology affords them some means for how to teach and how to learn. Put differently, the designer's goal is to use authorial affordances to construct +affordances for the stu dents and teachers. It makes no sense to design acomplicated game unless teachers and students can perceive the possi bilities it offers and are able to exploit them fully. For example, students should perceive that they can learn from the in-game encyclopaedia of Europe 2045, because it is based on real data. They should also see that information in the encyclopaedia can help them to play better. On the other hand, teachers should know that the process of students' searching within the encyclopaedia was intentionally designed to encourage students to contextualise in-game knowledge into a real-world context and vice versa. Pecu liarly, results of many studies indicate that designers often forget to make the affordances visible: especially for teach ers, which later complicates integration of the educational application into the formal schooling system. For instance, recall the reported unintelligibility of commercial game interfaces and game rules for some teachers