Results for 'Educational Games'

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  1. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura (eds.), 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In this (...)
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  2. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi (eds.), Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits to resolve (...)
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  3. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  4. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  5. Appropriate Self-Perceived Behaviors in Primary Education Pupils During Sports Games.Pedro Gil-Madrona, José Luis Gómez, Miguel Ángel Aguilar-Jurado & Eva Cristina Gutiérrez-Marín - 2020 - Frontiers in Psychology 11.
    Based on the results obtained from primary education students—fifth and sixth graders—the aim of this work is to check the appropriate self-perceived behaviors during and at the end of the game. The study population was made up of 698 students from fifth and sixth grade in the Autonomous Region of Castilla–La Mancha (Spain). Data were collected through a questionnaire (scale) on the social skills of primary school students linked to the adequate skills when losing, the adequate skills when winning, and (...)
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  6. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek (eds.), 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  7. Universal Game Theory.Kevin Nicholas Thomson - 2008 - Proceedings of the Xxii World Congress of Philosophy 34:57-61.
    Universal Game Theory - The theory that all of life is a game played by consciousness’es, (Living Beings). The board is a dream like structure of the universe. The progression is through an active process of intent witnessing, and passive meditation. Which releases the tension in the nerves of the body and leads to selfless actions, moral goodness, and eventually the finish, Enlightenment. Just like a wounded creature only cares about it’s own self. Man in tensionthrough self-centered thought only thinks (...)
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  8. 'Yedikule Bostans': A Serious Game For Cultural Heritage.Sarvin Eshaghi & Muhammed Ali ÖRNEK - 2020 - In Sarvin Eshaghi & Muhammed Ali ÖRNEK (eds.), IDU SPAD’20 International Spatial Planning and Design Symposium PROCEEDINGS BOOK. Izmir: IZMIR DEMOCRACY UNIVERSITY. pp. 370-378.
    Serious games with their educational or skill development purposes besides entertainment, have been used in various fields such as architecture, landscape architecture, urban planning, cultural heritage, and learning of language and culture, easing the data absorption process of the specific topic for the user. The use of serious games in the cultural heritage or cultural landscape, as a subtopic, can have a role in its preservation in addition to the information transition ability. Yedikule Bostans is a serious (...)
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  9. Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. It investigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and (...)
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  10. SU: A Serious Game for Water Management - Based on Istanbul.Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi - 2021 - In Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi (eds.), XXV International Conference of the Ibero-American Society of Digital Graphics: Designing Possibilities-Ubiquitous Conference. Lima: The Ibero-American Society of Digital Graphics. pp. 523-532.
    With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. (...)
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  11. Gaming with History: How History of Science can be used as a scientific storytelling tool.Dora Dias & José Ferraz-Caetano - 2021 - Hypothesis Historia Periodical 1 (1):33-44.
    Gamification can be a useful tool when engaging young students with science. When designing a new game, it is pivotal that a featured storytelling element can draw students' attention while providing an enjoyable experience. However, building such an insightful science dissemination narrative from scratch is often challenging. As real-life situations are frequently more appealing to students, adding alternative history elements can be helpful when designing such a game. In this paper, we present a novel educational framework to design an (...)
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  12. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - forthcoming - In Aidan Thompson, Laura D'Olimpio & Panos Paris (eds.), Educating Character Through the Arts. London: Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video (...). (shrink)
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  13.  89
    Questions as Dialogue Games. The Pragmatic Dimensions of “Authentic” Questions.Fabrizio Macagno - 2023 - Studies in Philosophy and Education 42 (5):519-539.
    Questions, and more specifically authentic questions, are at the core of dialogue-based learning and teaching. However, what is a question, and how can it be authentic? This paper addresses this problem by analyzing the distinct dimensions of questions, showing how their pragmatic nature is interwoven with the syntactic and semantic one, and how it can be grasped only by considering their dialogical functions. Questions are maintained to be proposals of different dialogue games (or types), pursuing specific interactional purposes, and (...)
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  14. Justice: A Role-Immersion Game for Teaching Political Philosophy.Noel Martin, Matthew Draper & Andy Lamey - 2020 - Teaching Philosophy 43 (3):281-308.
    We created Justice: The Game, an educational, role-immersion game designed to be used in philosophy courses. We seek to describe Justice in sufficent detail so that it is understandable to readers not already familiar with role-immersion pedagogy. We hope some instructors will be sufficiently interested in using the game. In addition to describing the game we also evaluate it, thereby highlighting the pedagogical potential of role-immersion games designed to teach political philosophy. We analyze the game by drawing on (...)
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  15. The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Kofi Dorvlo & A. S. C. A. Muijen - 2021 - In Kofi Dorvlo & A. S. C. A. Muijen (eds.), Cultures at School and at Home. Rauma, Finland: pp. 32.
    In 2020, an international team of intercultural philosophers and African linguists created a multilinguistic game named Adinkra. This name refers to a medieval rooted symbolic language in Ghana that is actively used by the Akan and especially the Asante among them to communicate indirectly. The Akan is both the meta-ethnic name of the largest Ghanaian cultural-linguistic group of which the Asante is an Akan cultural subgroup and of a Central Tano language of which Asante-Twi is a dialect. The Adinkra symbols, (...)
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  16. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for (...)
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  17. Analogy of the Game as a Response to the Problems of Language: A Critical Analysis of Ludwig Wittgenstein’s Concept of Language-Games.Leo Andrew Diego - manuscript
    This study which utilized the critical analysis, analyzed Wittgenstein’s concept of language-game and its implications in philosophical discipline and contemporary society. To delineate the origin of the problem of language in terms of epistemological dimension, the researcher analyzed the related concepts on classical philosophy. To determine the origin of the concept of language-game, the researcher used the historical method. To constructively criticize the end-goal of language-game, the hermeneutical approach of Hans Georg Gadamer was employed. From the findings and with the (...)
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  18. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar (eds.), XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific (...)
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  19. Politics and Educational Planning Crises: Who Pays and Who Bears the Brunt.John Atelwhoble Undie - 2021 - In 97th Inaugral Lecture, University of Calabar. Calabar: University of Calabar Press.
    Traditionally, policy-making at the national, state and local levels has been associated with politicians, while planning and implementation are handled mainly by planners and administrators, respectively. Education is, therefore, not different; hence future context will continue to be in the hands of politicians. However, the role of politicians in this perspective can be directed to the expectation of society if planners perform their specialist functions effectively. In this capacity, the technical and professional advice of professional planners is necessary to chart (...)
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  20. Observed Altruism of Dental Students: An Experiment Using the Ultimatum Game.Parker Crutchfield, Justin Jarvis & Terry Olson - 2017 - Journal of Dental Education 81 (11):1301-1308.
    PURPOSE: The conventional wisdom in dental and medical education is that dental and medical students experience "ethical erosion" over the duration of dental and medical school. There is some evidence for this claim, but in the case of dental education this evidence consists entirely of survey research, which doesn't measure behavior. The purpose of this study was to measure the altruistic behavior of dental students, in order to fill the significant gap in knowledge of how students are disposed to behave, (...)
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  21. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and (...)
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  22. Olympic Philosophy: The Ideas and Ideals Behind the Ancient and Modern Olympic Games.Heather Reid - 2020 - Sioux City, IA, USA: Parnassos Press.
    The Olympic Games are a sporting event guided by philosophy. The modern Olympic Charter calls this philosophy “Olympism” and boldly states its goal as nothing less than “the harmonious development of humankind” and the promotion of “a peaceful society concerned with the preservation of human dignity.” The ideas and ideals behind Olympism, however, are ancient—tracing their roots to archaic and classical Greece, just like the Games do. This collection of essays explores the ancient Hellenic roots of Olympic philosophy (...)
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  23. Cognitive Architectures for Serious Games.Manuel Gentile - 2023 - Dissertation, Università di Torino
    This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures in Serious Games research field. Cognitive Architectures are an embodiment of scientific hypotheses and theories aimed at capturing the mechanisms of cognition that are considered consistent over time and independent of specific tasks or domains. The theoretical approaches provided by the research in computational cognitive modelling have been used to formalise a methodological framework to guide researchers and experts in the game-based education sector in designing, (...)
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  24. Teaching ethics thro ugh using games: capacities and benefits.Morteza Tabatabaei - 2022 - Research Quarterly in Islamic Ethics 14 (54):7-26.
    One of the methods of teaching ethics, which has recently attracted the attention of researchers in the field of ethics and education and has a long history in Islamic teachings, is teaching through games, the main purpose of this article is to explain it in detail and examine the capacities and advantages of this method; With the difference that in this article, our focus is not on a specific type or case of games, but on the absolute of (...)
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  25. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. To (...)
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  26. Teaching Philosophy through a Role-Immersion Game.Kathryn E. Joyce, Andy Lamey & Noel Martin - 2018 - Teaching Philosophy 41 (2):175-98.
    A growing body of research suggests that students achieve learning outcomes at higher rates when instructors use active-learning methods rather than standard modes of instruction. To investigate how one such method might be used to teach philosophy, we observed two classes that employed Reacting to the Past, an educational role-immersion game. We chose to investigate Reacting because role-immersion games are considered a particularly effective active-learning strategy. Professors who have used Reacting to teach history, interdisciplinary humanities, and political theory (...)
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  27. Social Norms in Virtual Worlds of Computer Games.Daria Bylieva & Tatiana Nam - 2018 - In Daria Bylieva & Tatiana Nam (eds.), Advances in Social Science, Education and Humanities Research. Proceedings of the International Conference Communicative Strategies of Information Society (CSIS 2018). pp. 369-373.
    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have (...)
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  28. The Solution to Poor Opinions is More Opinions: Peircean Pragmatist Tactics for the Epistemic Long Game.Catherine Legg - 2018 - In Michael Peters, Sharon Rider, Tina Besley & Mats Hyvonen (eds.), Post-Truth, Fake News: Viral Modernity & Higher Education. Springer. pp. 43-58.
    Although certain recent developments in mendacious political manipulation of public discourse are horrifying to the academic mind, I argue that we should not panic. Charles Peirce’s pragmatist epistemology with its teleological arc, long horizon, and rare balance between robust realism and contrite fallibilism offers guidance to weather the storm, and perhaps even see it as inevitable in our intellectual development. This paper explores Peirce’s classic “four methods of fixing belief”, which takes us on an entertaining and still very pertinent tour (...)
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  29. Stoic Lessons in Liberation: Epictetus as Educator.William O. Stephens - manuscript
    My project examines the pedagogical approach of the Stoic Epictetus by focusing on seven vital lessons he imparts. This study will deepen our understanding of his vocation as a Stoic educator striving to free his students from the fears and foolishness that hold happiness hostage. These lessons are (1) how freedom, integrity, self-respect, and happiness interrelate; (2) real versus fake tragedy and real versus fake heroism; (3) the instructive roles that various animals play in Stoic education; (4) athleticism, sport, and (...)
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  30. Introduction to Ethics: An Open Educational Resource, collected and edited by Noah Levin.Noah Levin, Nathan Nobis, David Svolba, Brandon Wooldridge, Kristina Grob, Eduardo Salazar, Benjamin Davies, Jonathan Spelman, Elizabeth Cady Stanton, Kristin Seemuth Whaley, Jan F. Jacko & Prabhpal Singh (eds.) - 2019 - Huntington Beach, California: N.G.E Far Press.
    Collected and edited by Noah Levin -/- Table of Contents: -/- UNIT ONE: INTRODUCTION TO CONTEMPORARY ETHICS: TECHNOLOGY, AFFIRMATIVE ACTION, AND IMMIGRATION 1 The “Trolley Problem” and Self-Driving Cars: Your Car’s Moral Settings (Noah Levin) 2 What is Ethics and What Makes Something a Problem for Morality? (David Svolba) 3 Letter from the Birmingham City Jail (Martin Luther King, Jr) 4 A Defense of Affirmative Action (Noah Levin) 5 The Moral Issues of Immigration (B.M. Wooldridge) 6 The Ethics of our (...)
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  31. Authenticity and co-design: On responsibly creating relational robots for children.Milo Phillips-Brown, Marion Boulicault, Jacqueline Kory-Westland, Stephanie Nguyen & Cynthia Breazeal - 2023 - In Mizuko Ito, Remy Cross, Karthik Dinakar & Candice Odgers (eds.), Algorithmic Rights and Protections for Children. MIT Press. pp. 85-121.
    Meet Tega. Blue, fluffy, and AI-enabled, Tega is a relational robot: a robot designed to form relationships with humans. Created to aid in early childhood education, Tega talks with children, plays educational games with them, solves puzzles, and helps in creative activities like making up stories and drawing. Children are drawn to Tega, describing him as a friend, and attributing thoughts and feelings to him ("he's kind," "if you just left him here and nobody came to play with (...)
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  32. GAMIFICATION IN GENETICS: EFFECTS OF GAMIFIED INSTRUCTIONAL MATERIALS ON THE STEM STUDENTS’ INTRINSIC MOTIVATION.Aaron Funa, Renz Alvin Gabay & Jhonner D. Ricafort - 2021 - Jurnal Pendidikan IPA Indonesia 10 (4):462-473.
    Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students’ motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students’ intrinsic motivation along with the utilization of game elements in teaching genetics through a learning management system. The researchers collected quantitative data using the Intrinsic Motivation Inventory, which were analyzed through descriptive statistics and complemented with (...)
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  33. Developing Gamified Instructional Materials in Genetics for Grade 12 STEM.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Engineering Science and Computing 9 (3):20597-20600.
    As technology advances, the demand for innovative instructional materials also increases. As a result, the Department of Education urges teachers to develop instructional materials. This study was conducted at Bulusan National High School, Bulusan, Sorsogon, Philippines SY 2018-2019 which was aimed to develop gamified instructional materials in genetics that would aid in teaching and learning process of grade 12 STEM students. The developed gamified materials were collectively called the GIM in Genetics which is comprised of two parts; namely, Student’s Portfolio (...)
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  34. Beyond Competence: Preparing for Technological Change.William M. Goodman - 1990 - Peter Francis Publishers.
    In response to rapid technological changes in our society, there are calls by governments and industry for increased training of the workforce. But training alone is not sufficient to ensure success, even if talent, discipline and good fortune are all amply provided. When “training” goals require creativity, or decision making, or moral judgment, then adequate preparation must also include “education” in John Dewey’s sense—that is, imparting abilities to solve new problems and grasp novel meanings. Concluding this small monograph is a (...)
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  35. Exploring Sikhi with Interactive Learning and Play - A Holistic Approach for Children.Devinder Pal Singh - 2024 - The Sikh Review, Kolkata, Wb. India 72 (5):56-59.
    Sikhism, a vibrant and inclusive religion, provides a rich tapestry of teachings and traditions. Introducing children to Sikhi through interactive learning and play not only enhances their understanding but also fosters a deep connection with the values and principles of Sikhism. This holistic approach engages children actively, making the learning journey enjoyable, memorable, and impactful. Given the dire need to engage in such a holistic approach, various such activities and their specific examples are described here.
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  36. Ludic role of religious rituals. The use of play for religious ceremony.Tudor Cosmin Ciocan - 2015 - Dialogo 2 (1):120-128.
    This paper was made as part of a wider research I made about rituals and their meaning and roles they are playing in the religious system of thinking. The way they are thought, displayed, precisely followed as instructed and believed, makes them a powerful social act that has been always provided by any religion, and also a tool for religion to make the human society what it is today. After I speak about what is a ritual and its religious content (...)
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  37. Gry komputerowe i branża gier a sztuka komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and (...)
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  38. Validation of Gamified Instructional Materials in Genetics for Grade 12 STEM Students.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Sciences: Basic and Applied Research 47 (2):168-180.
    Instructional material is an integral part of teaching and learning process. Validating instructional materials is imperative to ensure quality before widespread utilization. This study validated the developed Gamified Instructional Material (GIM) in genetics for grade 12 STEM students. It employed the descriptive-developmental research design involving 41 STEM students and 11 Biology education experts chosen through purposive sampling. Findings revealed that students and experts strongly agreed that the GIM satisfied the criteria for a sound and valid instructional material. Further, the significant (...)
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  39. Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability.Stefano Gualeni - 2020 - Journal of Virtual Worlds Research 13 (1).
    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles (...)
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  40. The facilitator as self-liberator and enabler: ethical responsibility in communities of philosophical inquiry.Arie Kizel - 2021 - Childhood and Philosophy 17:1-20.
    From its inception, philosophy for/with children (P4wC) has sought to promote philosophical discussion with children based on the latter’s own questions and a pedagogic method designed to encourage critical, creative, and caring thinking. Communities of inquiry can be plagued by power struggles prompted by diverse identities, however. These not always being highlighted in the literature or P4wC discourse, this article proposes a two-stage model for facilitators as part of their ethical responsibility. In the first phase, they should free themselves from (...)
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  41. Oyun: A New, Free Program for Iterated Prisoner’s Dilemma Tournaments in the Classroom.Charles H. Pence & Lara Buchak - 2012 - Evolution Education and Outreach 5 (3):467-476.
    Evolutionary applications of game theory present one of the most pedagogically accessible varieties of genuine, contemporary theoretical biology. We present here Oyun (OY-oon, http://charlespence.net/oyun), a program designed to run iterated prisoner’s dilemma tournaments, competitions between prisoner’s dilemma strategies developed by the students themselves. Using this software, students are able to readily design and tweak their own strategies, and to see how they fare both in round-robin tournaments and in “evolutionary” tournaments, where the scores in a given “generation” directly determine contribution (...)
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  42. Teaching Climate Change: A Systematic Review from 2019-2021.Marlon Adlit & Marlene F. Adlit - 2022 - International Journal of Advanced Research and Publications (IJARP) 5 (5):12-19.
    Climate change as a social issue challenged the disciplinary and methodological traditions of research. Moreover, climate change becomes more problematic as schools must be able to engage learners in learning situations that are challenging and rooted in geographical pedagogical traditions. Though it is present in the curriculum, the present study systematically reviews the teaching of climate change from selected literature from 2019 to 2021. The objective of this study is to investigate approaches and strategies in the teaching and learning of (...)
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  43. Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych.Andrzej Klimczuk - 2010 - Homo Ludens 2:51--59.
    More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of (...) and of the cooperation between social environments related with games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look on: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital. ** Z gier komputerowych (wideo) korzysta coraz więcej ludzi na całym świecie. Rozwój branży gier oznacza wzrastającą jej złożoność we wszystkich płaszczyznach. Nie tylko stale różnicują się treści przedstawiane w grach, ale też rośnie zróżnicowanie ich twórców, użytkowników, badaczy i opinii publicznej. Celem artykułu jest zwrócenie uwagi na możliwość wykorzystania koncepcji kapitału społecznego w badaniach ludologów oraz w podnoszeniu jakości gier i współpracy między środowiskami związanymi z grami. Kapitał społeczny jest tu rozumiany jako potencjał współdziałania osadzony w powiązaniach międzyludzkich i normach społecznych, który może przynosić korzyści osobom, grupom i społeczeństwom. Przybliżone zostały: główne cechy tej wielowymiarowej kategorii; istotne różnice między kapitałem ludzkim, społecznym i kulturowym; oraz pozytywne i negatywne skutki oddziaływania kapitału społecznego. (shrink)
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  44. Preparing for Success: What Makes People Succeed.William M. Goodman - 1990 - Peter Francis Publishers.
    This mini-monograph supplements the author’s “Beyond Competence,” which is also posted on this site. The latter asks how training is accomplished. But training success is ultimately judged by one’s success at the trained-for tasks. This leads to asking: “What makes people succeed at their tasks?” If this could be known, then preparation could be more effective. Such influences as training, talent, chance, and discipline are considered. Yet, for goals requiring creativity, decision making, or moral judgment, we find that training alone (...)
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  45. Biological Explanation.Angela Potochnik - 2013 - In Kostas Kampourakis (ed.), The Philosophy of Biology: A Companion for Educators. Springer. pp. 49-65.
    One of the central aims of science is explanation: scientists seek to uncover why things happen the way they do. This chapter addresses what kinds of explanations are formulated in biology, how explanatory aims influence other features of the field of biology, and the implications of all of this for biology education. Philosophical treatments of scientific explanation have been both complicated and enriched by attention to explanatory strategies in biology. Most basically, whereas traditional philosophy of science based explanation on derivation (...)
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  46. Athletics, Gymnastics, and Agon in Plato.Heather Reid, Mark Ralkowski & Coleen P. Zoller (eds.) - 2020 - Sioux City, IA, USA: Parnassos Press.
    In the Panathenaic Games, there was a torch race for teams of ephebes that started from the altars of Eros and Prometheus at Plato’s Academy and finished on the Acropolis at the altar of Athena, goddess of wisdom. It was competitive, yes, but it was also sacred, aimed at a noble goal. To win, you needed to cooperate with your teammates and keep the delicate flame alive as you ran up the hill. Likewise, Plato’s philosophy combines competition and cooperation (...)
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  47. Embodied metaphors in instructors’ narratives about their experiences during the COVID-19 pandemic.Merien L. Simbulas & Danna Karyl Jane C. Talde - 2022 - Education Mind 1 (1):1-16.
    This study investigated the positive and negative experiences of English instructors during the COVID-19 pandemic in Philippine context. Specifically, this study sought to reveal their thoughts, insights, and attitudes through the embodied metaphors evident in their narratives. Specifically, this study aimed to: identify the positive and negative experiences of English instructors thematically; determine the embodied metaphors used to highlight the positive and negative experiences of the English instructors; and ascertain the views of English instructors towards their teaching experiences in the (...)
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  48. Welcome to Hell on Earth - Artificial Intelligence, Babies, Bitcoin, Cartels, China, Democracy, Diversity, Dysgenics, Equality, Hackers, Human Rights, Islam, Liberalism, Prosperity, The Web.Michael Richard Starks - 2020 - Las Vegas, NV USA: Reality Press.
    America and the world are in the process of collapse from excessive population growth, most of it for the last century and now all of it due to 3rd world people. Consumption of resources and the addition of one or two billion more ca. 2100 will collapse industrial civilization and bring about starvation, disease, violence and war on a staggering scale. Billions will die and nuclear war is all but certain. In America this is being hugely accelerated by massive immigration (...)
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  49. Is Virtual Marriage Acceptable? A Psychological Study Investigating The Role of Ambiguity Tolerance and Intimacy Illusion in Online Dating among Adolescents and Early Adults.Juneman Abraham & Annisa Falah - 2017 - Journal of Psychological and Educational Research 24 (2):117-143.
    Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, i.e. (...)
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  50. Measuring morality in videogames research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
    There has been a recent surge of research interest in videogames of moral engagement for entertainment, advocacy and education. We have seen a wealth of analysis and several theoretical models proposed, but experimental evaluation has been scarce. One of the difficulties lies in the measurement of moral engagement. How do we meaningfully measure whether players are engaging with and affected by the moral choices in the games they play? In this paper, we survey the various standard psychometric instruments from (...)
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