Results for 'gamification'

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  1. 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 (...)
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  2. On Semantic Gamification.Ignacio Ojea Quintana - 2017 - In S. Ghosh & S. Prasad (eds.), Logic and its Applications, Lecture Notes in Computer Science 10119. Springer.
    The purpose of this essay is to study the extent in which the semantics for different logical systems can be represented game theoretically. I will begin by considering different definitions of what it means to gamify a semantics, and show completeness and limitative results. In particular, I will argue that under a proper definition of gamification, all finitely algebraizable logics can be gamified, as well as some infinitely algebraizable ones (like Łukasiewicz) and some non-algebraizable (like intuitionistic and van Fraassen (...)
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  3. Responsible innovation at work: gamification, public engagement, and privacy by design.Blok Vincent, Ruggio Daniele & Coenen Christopher - 2022 - Journal of Responsible Innovation.
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  4. How Twitter gamifies communication.C. Thi Nguyen - 2021 - In Jennifer Lackey (ed.), Applied Epistemology. Oxford University Press. pp. 410-436.
    Twitter makes conversation into something like a game. It scores our communication, giving us vivid and quantified feedback, via Likes, Retweets, and Follower counts. But this gamification doesn’t just increase our motivation to communicate; it changes the very nature of the activity. Games are more satisfying than ordinary life precisely because game-goals are simpler, cleaner, and easier to apply. Twitter is thrilling precisely because its goals have been artificially clarified and narrowed. When we buy into Twitter’s gamification, then (...)
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  5. Taking Politics Seriously - but Not Too Seriously.Charles Blattberg - 2019 - Philosophy 94 (2):271-94.
    John Rawls’ gamification of justice leads him – along with many other monist political philosophers, not least Ronald Dworkin – to fail to take politics seriously enough. I begin with why we consider games frivolous and then show how Rawls’ theory of justice is not merely analogous to a game, as he himself seems to claim, but is in fact a kind of game. As such, it is harmful to political practice in two ways: one as regards the citizens (...)
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  6. Politics, Anyone?Charles Blattberg - 2022 - The Hedgehog Review 24 (2):12-14.
    A critique of John Rawls' gamification of justice.
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  7. 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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  8.  83
    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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  9. 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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  10. Temporalities and the Urban Fabric: Co-Producing Liminal Spaces in Transitional Epochs.Asma Mehan & Sina Mostafavi - 2023 - Uou Scientific Journal (06):116-125.
    Within the framework of 'Temporalities and the Urban Fabric: Co-Producing Liminal Spaces in Transitional Epochs,' this rigorous examination unravels the multilayered nuances of temporality and its intimate relationship with urban spaces in times of transition. The research delineates the intricate interplay between public exhibitions, urban realms, and socio-political paradigms, particularly within the dynamic settings of the metropolitan entities of Houston and Amsterdam. These cities, as epitomes of temporal urban flux, become fertile grounds for exploring the ephemeral essence of liminal spaces (...)
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  11. The Philosophy of Online Manipulation.Michael Klenk & Fleur Jongepier (eds.) - 2022 - Routledge.
    Are we being manipulated online? If so, is being manipulated by online technologies and algorithmic systems notably different from human forms of manipulation? And what is under threat exactly when people are manipulated online? This volume provides philosophical and conceptual depth to debates in digital ethics about online manipulation. The contributions explore the ramifications of our increasingly consequential interactions with online technologies such as online recommender systems, social media, user-friendly design, micro-targeting, default-settings, gamification, and real-time profiling. The authors in (...)
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  12. The Quantified Relationship.John Danaher, Sven Nyholm & Brian D. Earp - 2018 - American Journal of Bioethics 18 (2):3-19.
    The growth of self-tracking and personal surveillance has given rise to the Quantified Self movement. Members of this movement seek to enhance their personal well-being, productivity, and self-actualization through the tracking and gamification of personal data. The technologies that make this possible can also track and gamify aspects of our interpersonal, romantic relationships. Several authors have begun to challenge the ethical and normative implications of this development. In this article, we build upon this work to provide a detailed ethical (...)
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  13.  76
    Roleplaying Game–Based Engineering Ethics Education: Lessons from the Agency of Art.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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  14. AI Recruitment Algorithms and the Dehumanization Problem.Megan Fritts & Frank Cabrera - 2021 - Ethics and Information Technology (4):1-11.
    According to a recent survey by the HR Research Institute, as the presence of artificial intelligence (AI) becomes increasingly common in the workplace, HR professionals are worried that the use of recruitment algorithms will lead to a “dehumanization” of the hiring process. Our main goals in this paper are threefold: i) to bring attention to this neglected issue, ii) to clarify what exactly this concern about dehumanization might amount to, and iii) to sketch an argument for why dehumanizing the hiring (...)
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  15. What is a Metagame?Michael Hemmingsen - forthcoming - Sport, Ethics and Philosophy:1-16.
    The concept of metagames can be of use to philosophers of sport and games. However, the term “metagame” is used throughout the literature in several different, distinct senses, few of which are clearly defined, and as a result there remains ambiguity about what, precisely, this term means. In this paper, I attempt to disambiguate the term metagame. I have come across at least four different senses of “metagame” in academic literature about games. Of these four senses, most relevant to philosophers (...)
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  16. 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 video games. (...)
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  17. The opacity of play: a reply to commentators.C. Thi Nguyen - 2021 - Journal of the Philosophy of Sport 48 (3):448-475.
    This is a reply to commentators in the Journal of the Philosophy of Sport's special issue symposium on GAMES: AGENCY AS ART. I respond to criticisms concerning the value of achievement play and striving play, the transparency and opacity of play, the artistic status of games, and many more.
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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 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 topic (...)
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  19. Hostile Scaffolding (MA Dissertation).Ryan Timms - 2022 - Dissertation, University of Kwazulu-Natal
    Cognitive scaffolding refers to external structures that change the cognitive demands of tasks. This dissertation begins by reviewing the literature around scaffolding—discussing key thinkers such as Hutchins (1995a), Clark (1997) and Sterelny (2003, 2010). I then develop the above scaffolding characterisation by drawing a distinction between shallow and deep scaffolding. Shallow scaffolding primarily involves cues, whereas deep scaffolding involves the significant offloading of cognitive work. By appealing to the complementarity thesis, I show that deep scaffolds can be explained through a (...)
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  20. The Technological Future of Love.Sven Nyholm, John Danaher & Brian D. Earp - 2022 - In André Grahle, Natasha McKeever & Joe Saunders (eds.), Philosophy of Love in the Past, Present, and Future. Routledge. pp. 224-239.
    How might emerging and future technologies—sex robots, love drugs, anti-love drugs, or algorithms to track, quantify, and ‘gamify’ romantic relationships—change how we understand and value love? We canvass some of the main ethical worries posed by such technologies, while also considering whether there are reasons for “cautious optimism” about their implications for our lives. Along the way, we touch on some key ideas from the philosophies of love and technology.
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  21.  38
    Score-keeping in virtue-games: A contextualist strategy of theory-selection in meta-philosophy.Anish Seal - manuscript
    Let us denote by ‘methodological normativism’ the thesis that part of the business of philosophical methodology consists in examining or influencing norms understood to determine, at any given time, methods actually used in philosophy. For the value of methodological normativism to be adequately recognized, there should exist a relatively standard “system” in which one evaluates competing views on how, and why, philosophical methods may be reformed. No such system appears to be standardly recognized, and the consequence is an unpalatable prolongation (...)
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  22.  28
    Score-keeping in virtue-games: A contextualist strategy of theory-selection in meta-philosophy.Anish Seal - manuscript
    Let us denote by ‘methodological normativism’ the thesis that part of the business of philosophical methodology consists in examining or influencing norms understood to determine, at any given time, methods actually used in philosophy. For the value of methodological normativism to be adequately recognized, there should exist a relatively standard “system” in which one evaluates competing views on how, and why, philosophical methods may be reformed. No such system appears to be standardly recognized, and the consequence is an unpalatable prolongation (...)
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  23. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging ourselves in them, and taking on (...)
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  24. Games: Agency as Art. By C. THI NGUYEN. (New York: Oxford University Press, 2020. Pp. viii + 244. Price £22.99, US $35.00.). [REVIEW]Trystan S. Goetze - 2022 - The Philosophical Quarterly 72 (1):240-243.
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