Our Mission

Give every student the AI skills they'll actually use

AI is changing everything. Students deserve to learn it by doing, not by watching a slideshow about it. We build games that teach AI literacy through play.

Teach AI literacy through play.

What We Teach

Four skills for the world that's coming

Every game we build is designed around these four pillars. The games change. The skills stick.

Pillar 01

Learn to talk to AI

Students practice giving AI clear, precise instructions and see how small changes in language lead to very different results. Prompt literacy is the new typing.

Daily challenge, custom challenges, Telephone

Pillar 02

Learn to judge what AI makes

Students compare what they intended with what AI actually produced, building the habit of evaluating AI output instead of blindly accepting it.

Scoring and feedback, live reveal discussions, Real or Fake

Pillar 03

Learn to create with AI

Students use AI as a creative partner to produce things that matter. From images today to documents, ads, and video in the future.

Image generation, production mode (coming soon)

Pillar 04

Learn to use AI responsibly

Students build habits around safe use, understand AI's limits, and keep human judgment in charge. You can't teach responsibility through a lecture. You teach it through practice.

Built into every game mode

Why This Matters Now

Schools around the world are converging on the same idea

The vocabulary changes by country, but the direction is similar: students should learn to create with AI, judge outputs, understand limits, and use these tools responsibly.

United States28+ states
Published AI guidance was already widespread by April 2025.

Ohio, Tennessee, California, and Virginia moved into mandates or executive action, while many other states published district-facing guidance.

Source: AI for Education state guidance tracker
OECD / EC22 competencies
AI literacy is bigger than "using a tool."

Students are expected to evaluate outputs, collaborate with AI thoughtfully, and understand fairness, ownership, and impact.

Source: OECD / EC AI Literacy Framework
Australia6 principles
National guidance is framed around human-centered classroom use.

Teaching and learning, wellbeing, transparency, fairness, accountability, and privacy/safety are all part of the conversation.

Source: Australian Framework for Generative AI in Schools
United KingdomKey Stage 2+
AI concepts are moving into earlier grade bands.

The UK is broadening computing toward AI, data literacy, and ethical technology use, with policy expectations expanding through 2026.

Source: BCS summary of computing curriculum reform

44,000+

players

607+

classrooms

12

countries

Used by teachers across the US, Canada, Australia, New Zealand, UK, China, Norway, Germany, Switzerland, Spain, Qatar, and Guatemala.

Where We're Going

One platform, many ways to practice

We started with images. We're building toward a full suite of AI literacy games, each one teaching students a different way to work with AI.

Match

Live now

The daily challenge. Write a prompt, generate an image, compete for the highest similarity score.

Telephone

Coming soon

A classroom chain game. Prompts become images become prompts. Everyone plays every round. Nobody waits.

Real or Fake

Coming soon

Can your students tell the difference between AI-generated and human-made content? This is where critical thinking meets media literacy.

Create

Coming soon

Production-based challenges where students use AI to make real things: documents, social posts, ads, and eventually video.

What We Believe

How we think about building this

  • Students learn AI by using AI, not by reading about it.

    Every one of our games puts a real AI tool in students' hands. The learning happens through doing.

  • Teachers know their classrooms better than we do.

    We build tools that fit the routines teachers already have. Bell ringer, fast finisher, Fun Friday, advisory. The game works wherever the teacher puts it.

  • The best educational tool is one students ask to play again.

    If it's not fun, students won't come back. If they don't come back, they don't learn. Fun is not the opposite of learning. It's the engine.

  • Privacy is not a feature. It's a requirement.

    Students join with a nickname. No emails, no passwords, no personal information. Classroom-safe image generation. Built for K-12 from day one.

  • AI skills are for every student, not just the ones in computer science.

    Twin Pics works in ELA, art, science, social studies, and advisory. The skills cross every subject because AI will too.

For Administrators

Language teachers can reuse with principals and families

Teachers rarely need to prove that a game was fun. They need language that explains what students practiced, who participated, and why the activity was worth classroom time.

What teachers can point to
Impact summaries, not analytics jargon.
  • We practiced prompt writing and output evaluation.
  • Here is participation and consistency across the class.
  • Here is who checked in today and who may need a reminder.
  • Here is recent score and streak momentum across the class.
  • Here is how this activity supported responsible AI use.

See it in action

The best way to understand Twin Pics is to play it.