Results for 'Game-based activities'

966 found
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  1. Effects of Game-Based Activities on Student's Social Skills and Attitudes toward Learning Science.Nestor Lasala Jr - 2024 - Recoletos Multidisciplinary Research Journal 12 (1):181-194.
    This study evaluated the effectiveness of four game-based activities (GBAs) in teaching ecosystems to Grade 7 Biology students. Involving 69 students (34 control, 35 experimental), the quasi-experimental study used a mixed-methods approach. The researcher utilized a static-group comparison design for the quantitative phase and a thematic analysis for the qualitative phase. Quantitative analysis revealed significant improvements in the experimental group's social skills (p<0.05; Cohen’s d = 0.63) and conceptual understanding (p<0.05; Cohen’s d = 0.86). Descriptive statistical analysis (...)
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  2. EDUTainment: Effectiveness of Game-based Activities in Teaching Ecosystem Topics (2nd edition).Nestor Lasala Jr - 2023 - Recoletos Multidisciplinary Research Journal 11 (2):69-83.
    This study utilized four game-based activities (GBAs) developed by the researcher to determine their effectiveness in teaching Ecosystem topics for Grade 7 Biology in terms of (1) conceptual understanding and (2) nature of engagement. This quasi-experimental study used a mixed-method approach. Pre-test and post-test results show that the integration of GBAs in the lessons significantly improved students’ academic performance in terms of conceptual understanding. Students' reports and teachers' observations also indicated that GBAs could enhance students’ engagement in (...)
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  3. Roleplaying GameBased Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - 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 (...)
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  4. 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 (...)
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  5. Physics Quest: Digital Game-Based Lessons for Seventh Grade.Maricel Gaviño & John Vincent Aliazas - 2024 - International Journal for Science and Advance Research in Technology 10 (2):82-93.
    This study sought to create a digital game-based physics lesson for seventh-grade students. It sought answers to respondents' least mastered competencies in physics by identifying their preferred game-based learning activity and determining their level of critical thinking, creative thinking, and problem-solving. A descriptive-developmental design was used in the study of selected learners from 129 grade 7 students, carried out at Bukal Sur National High School in Candelaria, Quezon, during the academic year 2022-2023. The study's findings revealed (...)
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  6.  80
    VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  7. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  8.  62
    The public's overview on the introduction of games, play, and gamification in Romanian libraries.Paula-Gratiela Cernamorit - 2024 - Eon 5 (3):184-195.
    Games, play and gamification are essential for all ages because they allow players to develop useful 21st century skills such as digital literacy, critical and scientific thinking, problem solving, comprehension and communication skills, storytelling skills, etc. The new generation of digital natives requires a different approach in learning new things and libraries could take advantage of that by using gamification on learning content. In this way, libraries could become more welcoming spaces, more open to the public and much more interested (...)
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  9. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with (...)
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  10. 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 (...)
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  11. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  12. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  13. Language Acquisition: Seeing through Wittgenstein.Sanjit Chakraborty - 2018 - Indian Philosophical Quarterly 45 (2-3):113-126.
    This paper aims to exemplify the language acquisition model by tracing back to the Socratic model of language learning procedure that sets down inborn knowledge, a kind of implicit knowledge that becomes explicit in our language. Jotting down the claims in Meno, Plato triggers a representationalist outline basing on the deductive reasoning, where the conclusion follows from the premises (inborn knowledge) rather than experience. This revolution comes from the pen of Noam Chomsky, who amends the empiricist position on the creativity (...)
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  14. 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. (...)
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  15. Learning Networks and Connective Knowledge.Stephen Downes - 2010 - In Harrison Hao Yang & Steve Chi-Yin Yuen (eds.), Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking. IGI Global.
    The purpose of this chapter is to outline some of the thinking behind new e-learning technology, including e-portfolios and personal learning environments. Part of this thinking is centered around the theory of connectivism, which asserts that knowledge - and therefore the learning of knowledge - is distributive, that is, not located in any given place (and therefore not 'transferred' or 'transacted' per se) but rather consists of the network of connections formed from experience and interactions with a knowing community. And (...)
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  16. Computer Models of Constitutive Social Practices.Richard Evans - 2013 - In Vincent Müller (ed.), Philosophy and Theory of Artificial Intelligence. Springer. pp. 389-409.
    Research in multi-agent systems typically assumes a regulative model of social practice. This model starts with agents who are already capable of acting autonomously to further their individual ends. A social practice, according to this view, is a way of achieving coordination between multiple agents by restricting the set of actions available. For example, in a world containing cars but no driving regulations, agents are free to drive on either side of the road. To prevent collisions, we introduce driving regulations, (...)
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  17. The role of mental rotation in TetrisTM gameplay: an ACT-R computational cognitive model.Antonio Lieto - 2022 - Cognitive Systems Research 40 (1):1-38.
    The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of Tetris- (...) training activities to improve mental rotation skills. In this work, we studied whether, and under what conditions, such ability is used in the TetrisTM game by explicitly modelling mental rotation via an ACT-R based cognitive model controlling a virtual agent. The obtained results show meaningful insights into the activation of mental rotation during game dynamics. The study suggests the necessity to adapt game dynamics in order to force the activation of this process and, therefore, can be of inspiration to design learning activities based on TetrisTM or re-design the game itself to improve its educational effectiveness. (shrink)
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  18. Pupils’ reading comprehension: Basis for the development of reading instructional material.Kendra Tabanera & Rebecca Barrios - 2024 - Industry and Academic Research Review 5 (1):212-217.
    This study was conducted to assess the reading comprehension among the grade 4 pupils in an integrated school in the District of Tangalan, Philippines. The result of the study was the basis on the development of an instructional reading material during the School Year 2023-2024. The design based research was used in this study using IPO model. The participants were the 66 grade 4 pupils and 10 teacher experts. Reading Comprehension Test and Learning Material Evaluation Tool were the data (...)
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  19. Toward an Aesthetics of New-Media Environments.Eran Guter - 2016 - Proceedings of the European Society for Aesthetics.
    In this paper I suggest that, over and above the need to explore and understand the technological newness of computer art works, there is a need to address the aesthetic significance of the changes and effects that such technological newness brings about, considering the whole environmental transaction pertaining to new media, including what they can or do offer and what users do or can do with such offerings, and how this whole package is integrated into our living spaces and (...). I argue that, given the primacy of computer-based interaction in the new-media, the notion of ‘ornamentality’ indicates the ground-floor aesthetics of new-media environments. I locate ornamentality not only in the logically constitutive principles of the new-media (hypertextuality and interactivity) but also in their multiform cultural embodiments (decoration as cultural interface). I utilize Kendall Walton’s theory of ornamentality in order to construe a puzzle pertaining to the ornamental erosion of information in new-media environments. I argue that insofar as we consider new-media to be conduits of ‘real-life’, the excessive density of ornamental devices prevalent in certain new-media environments forces us to conduct our inquiries under conditions of neustic uncertainty, that is, uncertainty concerning the kind of relationship that we, the users, have to the propositional content mediated. I conclude that this puzzle calls our attention to a peculiar interrogatory complexity inherent in any game of knowledge-seeking conducted across the infosphere, which is not restricted to the simplest form of data retrieval, especially in mixed-reality environments and when the knowledge sought is embodied mimetically. (shrink)
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  20. Collective and Individual Rationality: Some Episodes in the History of Economic Thought.Andy Denis - 2002 - Dissertation, City, University of London
    This thesis argues for the fundamental importance of the opposition between holistic and reductionistic world-views in economics. Both reductionism and holism may nevertheless underpin laissez-faire policy prescriptions. Scrutiny of the nature of the articulation between micro and macro levels in the writings of economists suggests that invisible hand theories play a key role in reconciling reductionist policy prescriptions with a holistic world. An examination of the prisoners' dilemma in game theory and Arrow's impossibility theorem in social choice theory sets (...)
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  21. Architecture and Deconstruction. The Case of Peter Eisenman and Bernard Tschumi.Cezary Wąs - 2015 - Dissertation, University of Wrocław
    Architecture and Deconstruction Case of Peter Eisenman and Bernard Tschumi -/- Introduction Towards deconstruction in architecture Intensive relations between philosophical deconstruction and architecture, which were present in the late 1980s and early 1990s, belong to the past and therefore may be described from a greater than before distance. Within these relations three basic variations can be distinguished: the first one, in which philosophy of deconstruction deals with architectural terms but does not interfere with real architecture, the second one, in which (...)
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  22. 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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  23. The Future of Science.Hossein Shirkhani - manuscript
    This article has been written about the explanation of the scientific affair. There are the philosophical circles that a philosopher must consider their approaches. Postmodern thinkers generally refuse the universality of the rational affair. They believe that the experience cannot reach general knowledge. They emphasize on the partial and plural knowledge. Any human being has his knowledge and interpretation. The world is always becoming. Diversity is an inclusive epistemological principle. Naturally, in such a state, the scientific activity is a non-sense (...)
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  24. Cosmos is a (fatalistic) state machine: Objective theory (cosmos, objective reality, scientific image) vs. Subjective theory (consciousness, subjective reality, manifest image).Xiaoyang Yu - manuscript
    As soon as you believe an imagination to be nonfictional, this imagination becomes your ontological theory of the reality. Your ontological theory (of the reality) can describe a system as the reality. However, actually this system is only a theory/conceptual-space/imagination/visual-imagery of yours, not the actual reality (i.e., the thing-in-itself). An ontological theory (of the reality) actually only describes your (subjective/mental) imagination/visual-imagery/conceptual-space. An ontological theory of the reality, is being described as a situation model (SM). There is no way to prove/disprove (...)
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  25. Cień Boga w ogrodzie filozofa. Parc de La Villette w Paryżu w kontekście filozofii chôry.Wąs Cezary - 2021 - Wrocław: Wydawnictwo Uniwersytetu Wrocławskiego.
    The Shadow of God in the Philosopher’s Garden. The Parc de La Villette in Paris in the context of the philosophy of chôra I Bernard Tschumi’s project of the Parc de La Villette could have won the competition and was implemented thanks to the political atmosphere that accompanied the victory of the left-wing candidate in the French presidential elections in 1981. François Mitterand’s revision of the political programme and the replacement of radical reforms with the construction of prestigious architectural objects (...)
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  26. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  27. 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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  28. Influence of Inquiry-based Science Activities on Students' Achievement.Glysil Villanea - 2023 - Psychology and Education: A Multidisciplinary Journal 16 (1):45-57.
    This study was conducted to determine which domains of inquiry-based science activities that significantly influence the students’ achievement of grade 10 learners. The study employed a quantitative, non-experimental method employing causal- effect. Mean, Pearson-r, and Regression Analysis were the statistical tools used to determine the level, relationship, and influence of each variable. The respondents comprised 332 grade 10 students from the four main secondary schools of District 1 in the Division of Compostela Valley, Province of Compostela Valley, for (...)
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  29. Multitask Music-Based Therapy Optimization in Aging Neurorehability by Activation of the Informational Cognitive Centers of Consciousness.Florin Gaiseanu - 2020 - Gerontology and Geriatric Studies 6 (3):1-5.
    The rapid increase of the old age people imposes the reconsideration of the rehabilitation techniques and procedures and/or the development of the existing ones, at least from two points of view: the limitation use of the pharmaceutical drugs because of their secondary effects in the debilitated organisms and their avoidance; the high risk of the induced anxiety states, depression or other symptoms as a consequence of the main disease, i.e. the neuro-degenerative or mobility dysfunctions, limiting again the use of such (...)
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  30. Learners’ Home-Based Learning Activities and Academic Achievement in Modular Learning.Haydee D. Villanueva & Carlyn V. Campos - 2022 - EduLine: Journal of Education and Learning Innovation 2 (4):447-455.
    The new normal education requires learners to be independent in the learning process without face-to-face instruction. This study determined the home-based learning activities in relation to the academic achievement of Grade 6 learners in Plaridel North District, Municipality of Plaridel, Misamis Occidental. The descriptive-correlational design was used in the study. There were 135 students who served as respondents, selected through purposive and convenient sampling techniques. The researcher-made Home-Based Learning Activities Questionnaire was used as a research instrument (...)
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  31. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  32. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be (...)
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  33. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2018 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, and speech (...)
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  34. A randomized controlled pilot trial of classroom-based mindfulness meditation compared to an active control condition in sixth-grade children.W. Britton, N. Lepp, H. F. Niles, Tomas Rocha, N. Fisher & J. Gold - 2014 - Journal of School Psychology 52 (3):263-278.
    The current study is a pilot trial to examine the effects of a nonelective, classroom-based, teacher-implemented, mindfulness meditation intervention on standard clinical measures of mental health and affect in middle school children. A total of 101 healthy sixth-grade students (55 boys, 46 girls) were randomized to either an Asian history course with daily mindfulness meditation practice (intervention group) or an African history course with a matched experiential activity (active control group). Self-reported measures included the Youth Self Report (YSR), a (...)
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  35. 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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  36. 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 the (...)
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  37. Game Theory and Demonstratives.J. P. Smit - 2024 - Erkenntnis 89 (8).
    This paper argues, based on Lewis’ claim that communication is a coordination game (Lewis in Minnesota studies in the philosophy of science, University of Minnesota Press, Minneapolis, pp 3–35, 1975), that we can account for the communicative function of demonstratives without assuming that they semantically refer. The appeal of such a game theoretical version of the case for non-referentialism is that the communicative role of demonstratives can be accounted for without entering the cul de sac of trying (...)
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  38. 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 (...)
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  39. Is Fun a Matter of Grammar?Giles Field - 2022 - Journal of the Philosophy of Games 4 (1).
    This paper outlines an analysis of the word ‘fun’, as it is used in everyday English sentences to describe various activities and asks why some things are labeled as fun while others seem unable to be properly described as such. One common unspoken idea, for example, is that a fun activity is deemed fun due to having a particular phenomenology, in a way that might be comparable to being in a ‘flow state’. Due to the trouble such psychological accounts (...)
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  40. Moral distance in dictators games.Fernando Aguiar, Pablo Brañas-Garza & Luis Miller - 2008 - Judgment and Decision Making 3 (4):344-354.
    We perform an experimental investigation using a dictator game in which individuals must make a moral decision —to give or not to give an amount of money to poor people in the Third World. A questionnaire in which the subjects are asked about the reasons for their decision shows that, at least in this case, moral motivations carry a heavy weight in the decision: the majority of dictators give the money for reasons of a consequentialist nature. Based on (...)
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  41. Classification by decomposition: a novel approach to classification of symmetric $$2\times 2$$ games.Mikael Böörs, Tobias Wängberg, Tom Everitt & Marcus Hutter - 2022 - Theory and Decision 93 (3):463-508.
    In this paper, we provide a detailed review of previous classifications of 2 × 2 games and suggest a mathematically simple way to classify the symmetric 2 × 2 games based on a decomposition of the payoff matrix into a cooperative and a zero-sum part. We argue that differences in the interaction between the parts is what makes games interesting in different ways. Our claim is supported by evolutionary computer experiments and findings in previous literature. In addition, we provide (...)
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  42. The Basic Algebra of Game Equivalences.Valentin Goranko - 2003 - Studia Logica 75 (2):221-238.
    We give a complete axiomatization of the identities of the basic game algebra valid with respect to the abstract game board semantics. We also show that the additional conditions of termination and determinacy of game boards do not introduce new valid identities.En route we introduce a simple translation of game terms into plain modal logic and thus translate, while preserving validity both ways, game identities into modal formulae.The completeness proof is based on reduction of (...)
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  43. Too Much Playing Games – A Response to Kretchmar.Alex Wolf-Root - 2020 - Sport, Ethics and Philosophy 14 (2):264-268.
    Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.
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    Specification of Agents’ Activities in Past, Present and Future.Marie Duží - 2023 - Organon F: Medzinárodný Časopis Pre Analytickú Filozofiu 30 (1):66-101.
    The behaviour of a multi-agent system is driven by messaging. Usually, there is no central dispatcher and each autonomous agent, though resource-bounded, can make less or more rational decisions to meet its own and collective goals. To this end, however, agents must communicate with their fellow agents and account for the signals from their environment. Moreover, in the dynamic, permanently changing world, agents’ behaviour, i.e. their activities, must also be dynamic. By communicating with other fellow agents and with their (...)
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  45. (1 other version)Team reasoning and a measure of mutual advantage in games.Jurgis Karpus & Mantas Radzvilas - 0201 - Economics and Philosophy 34 (1):1-30.
    The game theoretic notion of best-response reasoning is sometimes criticized when its application produces multiple solutions of games, some of which seem less compelling than others. The recent development of the theory of team reasoning addresses this by suggesting that interacting players in games may sometimes reason as members of a team – a group of individuals who act together in the attainment of some common goal. A number of properties have been suggested for team-reasoning decision-makers’ goals to satisfy, (...)
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  46. Both Physical and Virtual: On Immediacy in Esports.David Ekdahl - 2022 - Frontiers in Sports and Active Living 4.
    This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports (...)
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  47. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Thomas Hurka (ed.), Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
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  48. Rule Based System for Diagnosing Wireless Connection Problems Using SL5 Object.Samy S. Abu Naser, Wadee W. Alamawi & Mostafa F. Alfarra - 2016 - International Journal of Information Technology and Electrical Engineering 5 (6):26-33.
    There is an increase in the use of in-door wireless networking solutions via Wi-Fi and this increase infiltrated and utilized Wi-Fi enable devices, as well as smart mobiles, games consoles, security systems, tablet PCs and smart TVs. Thus the demand on Wi-Fi connections increased rapidly. Rule Based System is an essential method in helping using the human expertise in many challenging fields. In this paper, a Rule Based System was designed and developed for diagnosing the wireless connection problems (...)
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  49. Letter Games: A Metamathematical Taster.Alexander Paseau - 2016 - The Mathematical Gazette 100 (549):442-449.
    The aim of this article is to give students a small sense of what metamathematics is—that is, how one might use mathematics to study mathematics itself. School or college teachers could base a classroom exercise on the letter games I shall describe and use them as a springboard for further exploration. Since I shall presuppose no knowledge of formal logic, the games are less an introduction to Gödel's theorems than an introduction to an introduction to them. Nevertheless, they show, in (...)
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  50. Two Kinds of Games.Filip Kobiela - 2011 - Acta Universitatis Carolinae Kinanthropologica 47 (1):61-67.
    The article presents an ontological analysis of games. In every game one could distinct four constitutive elements: players, game rules, material substratum of the game and intentional world of the game. The last element correspond with make-believe quality of games. These are two kinds of acts of playing (creating the world of the game): performative and kinetic. The article presents an analysis of these two kinds of acts of playing and present the division of games (...)
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