Results for 'Learning about the game'

995 found
Order:
  1.  31
    What we can - and cannot - learn about the ethics of enhancement by thinking about sport.Robert Sparrow - 2014 - In Akira Akayabashi (ed.), The Future of Bioethics: International Dialogues. Oxford University Press. pp. 218-223.
    In “The misguided quest for the ethics of enhancement”, Tom Murray makes two related claims. First, he argues that “understanding the ethics of enhancement is deeply dependent on context". Second, he suggests that, as a consequence, we should not look for “a single all-purpose ethics for every form of human enhancement”. In this brief response, I argue that while Murray is correct in the first of these claims, there is an important sense in which he is wrong in the second. (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  2.  50
    ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.Kristoffer S. Fjællingsdal & Christian A. Klöckner - 2017 - Frontiers in Psychology 8.
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  3.  9
    Children at Play: Thoughts about the impact of networked toys in the game of life and the role of law.Ulrich Gaspar - 2018 - International Review of Information Ethics 27.
    Information communication technology is spreading fast and wide. Driven by convenience, it enables people to undertake personal tasks and make decisions more easily and efficiently. Convenience enjoys an air of liberation as well as self-expression affecting all areas of life. The industry for children's toys is a major economic market becoming ever more tech-related and drawn into the battle for convenience. Like any other tech-related industry, this battle is about industry dominance and, currently, that involves networked toys. Networked toys (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  4.  13
    Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy: by Yasmin B. Kafai and Quinn Burke, Cambridge, MA, MIT Press, 2016, xviii + 201 pp., $35.00/£27.00.Victoria L. Braegger & Ryan M. Moeller - 2020 - The European Legacy 26 (2):208-210.
    The authors of Connected Gaming effectively update Yasmin B. Kafai’s 1995 discussion of “the first constructionist gaming project”, originally published as Minds in Play: Games to Be Played, Ga...
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  5.  4
    Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective.Ahmed Tlili, Mouna Denden, Anqi Duan, Natalia Padilla-Zea, Ronghuai Huang, Tianyue Sun & Daniel Burgos - 2022 - Frontiers in Psychology 12.
    The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential roles played by various stakeholders, have not been addressed when game-based learning applications are used in special education. Therefore, a systematic literature review using the Activity Theory was conducted to analyse studies about game-based learning for learners with disabilities. Content analysis of 96 studies reported relevant (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  6.  17
    Meaningful learning in weighted voting games: an experiment.Eric Guerci, Nobuyuki Hanaki & Naoki Watanabe - 2017 - Theory and Decision 83 (1):131-153.
    By employing binary committee choice problems, this paper investigates how varying or eliminating feedback about payoffs affects: subjects’ learning about the underlying relationship between their nominal voting weights and their expected payoffs in weighted voting games; the transfer of acquired learning from one committee choice problem to a similar but different problem. In the experiment, subjects choose to join one of two committees and obtain a payoff stochastically determined by a voting theory. We found that: subjects (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  7.  42
    Gaming, Texting, Learning? Teaching Engineering Ethics Through Students' Lived Experiences With Technology.Georgina Voss - 2013 - Science and Engineering Ethics 19 (3):1375-1393.
    This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive personal (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  8. Explaining Games: The Epistemic Programme in Game Theory.Boudewijn de Bruin - 2010 - Dordrecht, Netherland: Springer.
    Contents. Introduction. 1. Preliminaries. 2. Normal Form Games. 3. Extensive Games. 4. Applications of Game Theory. 5. The Methodology of Game Theory. Conclusion. Appendix. Bibliography. Index. Does game theory—the mathematical theory of strategic interaction—provide genuine explanations of human behaviour? Can game theory be used in economic consultancy or other normative contexts? Explaining Games: The Epistemic Programme in Game Theory—the first monograph on the philosophy of game theory—is an attempt to combine insights from epistemic logic (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  9. The best game in town: The reemergence of the language-of-thought hypothesis across the cognitive sciences.Jake Quilty-Dunn, Nicolas Porot & Eric Mandelbaum - 2023 - Behavioral and Brain Sciences 46:e261.
    Mental representations remain the central posits of psychology after many decades of scrutiny. However, there is no consensus about the representational format(s) of biological cognition. This paper provides a survey of evidence from computational cognitive psychology, perceptual psychology, developmental psychology, comparative psychology, and social psychology, and concludes that one type of format that routinely crops up is the language-of-thought (LoT). We outline six core properties of LoTs: (i) discrete constituents; (ii) role-filler independence; (iii) predicate–argument structure; (iv) logical operators; (v) (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  10.  22
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and (...)
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  11.  25
    The Potential of the Imitation Game Method in Exploring Healthcare Professionals’ Understanding of the Lived Experiences and Practical Challenges of Chronically Ill Patients.Rik Wehrens - 2015 - Health Care Analysis 23 (3):253-271.
    This paper explores the potential and relevance of an innovative sociological research method known as the Imitation Game for research in health care. Whilst this method and its potential have until recently only been explored within sociology, there are many interesting and promising facets that may render this approach fruitful within the health care field, most notably to questions about the experiential knowledge or ‘expertise’ of chronically ill patients. The Imitation Game can be especially useful because it (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  12.  47
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a period (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  13. Heterophenomenology: Learning about the Birds and the Bees.Daisie Radner - 1994 - Journal of Philosophy 91 (8):389-403.
  14.  27
    Learning in dramatic and virtual worlds: What do students say about complementarity and future directions?John O’Toole & Julie Dunn - 2008 - Journal of Aesthetic Education 42 (4):89-104.
    In lieu of an abstract, here is a brief excerpt of the content:Learning in Dramatic and Virtual Worlds:What Do Students Say About Complementarity and Future Directions?John O'Toole (bio) and Julie Dunn (bio)A top financial backer has arrived to determine which team of computer interaction designers has developed the most exciting and innovative proposal for the Everest component of the Virtually Impossible Computer Company's Conquerors of the World Series. Tension is high as the presentations begin, but this tension soon (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark  
  15. Learning about the Cobweb.Ciarella Carl & He Xue-Zhong - 1998 - Complexity 6.
  16.  22
    Language Games in the Ivory Tower: Comparing the Philosophical Investigations with Hermann Hesse’s The Glass Bead Game.Georgina Edwards - 2019 - Journal of Philosophy of Education 53 (4):669-687.
    Wittgenstein explores learning through practice in the Philosophical Investigations by means of an extended analogy with games. However, does this concern with learning also necessarily extend to education, in our institutional understanding of the word? While Wittgenstein's examples of language learning and use are always shared or social, he does not discuss formal educational institutions as such. He does not wish to found a ‘school of thought’, and is suspicious of philosophy acting as a theory that can (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  17.  5
    Learning about the mind from evidence: Children's development of intuitive.Andrew N. Ivieltzoff & Alison Gopnik - 2013 - In Simon Baron-Cohen, Michael Lombardo & Helen Tager-Flusberg (eds.), Understanding Other Minds: Perspectives From Developmental Social Neuroscience. Oxford University Press. pp. 19.
    Direct download  
     
    Export citation  
     
    Bookmark  
  18.  38
    Learning strategic environments: an experimental study of strategy formation and transfer. [REVIEW]Andreas Nicklisch - 2011 - Theory and Decision 71 (4):539-558.
    I present an experiment on learning about a game in an initially unknown environment. Subjects play repeatedly simple 2 × 2 normal-form coordination games. I compare behavioral learning algorithms for different feedback information. Minimal feedback only informs about own payoffs, while additional feedback informs about own payoffs and the opponent’s choice. Results show that minimal feedback information leads to a myopic learning algorithm, while additional feedback induces non-myopic learning and increases the impulse (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  19. Gaming Green: The Educational Potential of Eco – A Digital Simulated Ecosystem.Kristoffer S. Fjællingsdal & Christian A. Klöckner - 2019 - Frontiers in Psychology 10:479592.
    Research into the use of videogames in education is on the rise, and they are cementing their position as part of the modernized, digital classroom. Sustainability education has also become a subject of interest among environmentally minded game developers and understanding the educational impact of such games is rapidly becoming an important field. This study examined the educational potential of the digital simulated ecosystem known as Eco, in order to reveal how playing Eco might promote environmental literacy and consciousness (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  20.  46
    The Limits of Value Transparency in Machine Learning.Rune Nyrup - 2022 - Philosophy of Science 89 (5):1054-1064.
    Transparency has been proposed as a way of handling value-ladenness in machine learning (ML). This article highlights limits to this strategy. I distinguish three kinds of transparency: epistemic transparency, retrospective value transparency, and prospective value transparency. This corresponds to different approaches to transparency in ML, including so-called explainable artificial intelligence and governance based on disclosing information about the design process. I discuss three sources of value-ladenness in ML—problem formulation, inductive risk, and specification gaming—and argue that retrospective value transparency (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  21.  9
    The Aesthetic Classroom and the Beautiful Game.Bradley Baurain - 2010 - Journal of Aesthetic Education 44 (2):50.
    In lieu of an abstract, here is a brief excerpt of the content:The Aesthetic Classroom and the Beautiful GameBradley Baurain (bio)IntroductionSoccer fans will not be surprised that understanding "the beautiful game" can contribute to understandings of teaching and learning. After all, at least one theorist sees "the nature of all social life" to be reflected in soccer: "The unfolding match between team-mates and opponents [illustrates] … the interdependency of human beings, and the 'flexible lattice-work of tensions' generated through (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark  
  22.  21
    The Stakeholder Game: Pleadings and Reasons in Environmental Policy.Juha Hiedanpää & Daniel W. Bromley - 2013 - Journal of Speculative Philosophy 27 (4):425-441.
    A commitment to receive input from stakeholders is often obligatory in the crafting of environmental policies. This requirement is presumed to satisfy certain conditions of democracy. The need for stakeholder input is quite intuitive; public decision makers want to know what their constituents—or at least a limited number of them—think about certain issues. At the same time, individuals, groups, communities, and various interest groups want to learn about the plans that authoritative agencies have concerning those things that affect (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  23. What can we learn about the ontology of space and time from the theory of relativity?John D. Norton - 2000
    In the exuberance that followed Einstein’s discoveries, philosophers at one time or another have proposed that his theories support virtually every conceivable moral in ontology. I present an opinionated assessment, designed to avoid this overabundance. We learn from Einstein’s theories of novel entanglements of categories once held distinct: space with time; space and time with matter; and space and time with causality. We do not learn that all is relative, that time in the fourth dimension in any non-trivial sense, that (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   16 citations  
  24.  2
    The quest for learning: how to maximize student engagement.Marie Alcock - 2018 - Bloomington, IN: Solution Tree Press. Edited by Michael Fisher & Allison Zmuda.
    The Quest for Learning: How to Maximize Student Engagement affirms that traditional classroom learning experiences, in which you plan lessons and voice instruction at the front of the room, do not meet 21st century students learning needs. Questing is a customizable pedagogy that readers and their students together tailor to a students abilities, needs, and interests. Side by side, and aligned with learning targets, readers learn how teachers and students determine what a student will learn (...) and at what pace. Authors Marie Alcock, Michael Fisher, and Allison Zmuda propose three tenets of engagement (1) the learner engages with relevant, worthy inquiries and experiences that are interesting or emotionally gripping, (2) the learner engages in an active, intentional cycle with clear goals and right-sized, actionable steps, and (3) the learner engages in social, collaborative opportunities that grow expertise that allow students to take ownership of their learning. To further that ownership, students decide which design type they want to use to explore their quest topic (1) question, (2) game, or (3) network. Students then pursue lines of inquiry, design or play games, or communicate with peers and experts in online and physical spaces. Each is a method for becoming an expert on chosen topics. (shrink)
    Direct download  
     
    Export citation  
     
    Bookmark  
  25. How Infants Learn About the Visual World.Scott P. Johnson - 2010 - Cognitive Science 34 (7):1158-1184.
    The visual world of adults consists of objects at various distances, partly occluding one another, substantial and stable across space and time. The visual world of young infants, in contrast, is often fragmented and unstable, consisting not of coherent objects but rather surfaces that move in unpredictable ways. Evidence from computational modeling and from experiments with human infants highlights three kinds of learning that contribute to infants’ knowledge of the visual world: learning via association, learning via active (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  26.  4
    Deep Learning Opacity, and the Ethical Accountability of AI Systems. A New Perspective.Gianfranco Basti & Giuseppe Vitiello - 2023 - In Raffaela Giovagnoli & Robert Lowe (eds.), The Logic of Social Practices II. Springer Nature Switzerland. pp. 21-73.
    In this paper we analyse the conditions for attributing to AI autonomous systems the ontological status of “artificial moral agents”, in the context of the “distributed responsibility” between humans and machines in Machine Ethics (ME). In order to address the fundamental issue in ME of the unavoidable “opacity” of their decisions with ethical/legal relevance, we start from the neuroethical evidence in cognitive science. In humans, the “transparency” and then the “ethical accountability” of their actions as responsible moral agents is not (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  27.  97
    “I'm onto Something!” Learning about the World by Learning What I Think about It.Maria Lasonen-Aarnio - 2015 - Analytic Philosophy 56 (4):267-297.
    Direct download  
     
    Export citation  
     
    Bookmark   6 citations  
  28.  14
    Traditional Sporting Games as Emotional Communities: The Case of Alcover and Moll’s Catalan–Valencian–Balearic Dictionary.Antoni Costes, Jaume March-Llanes, Verónica Muñoz-Arroyave, Sabrine Damian-Silva, Rafael Luchoro-Parrilla, Cristòfol Salas-Santandreu, Miguel Pic & Pere Lavega-Burgués - 2021 - Frontiers in Psychology 11.
    Learning to live together is the central concern of education everywhere in the world. Traditional sporting games provide interpersonal experiences that shape miniature communities charged with emotional meanings. The objective of this study was to analyze the ethnomotor features of TSG in three Catalan-speaking Autonomous Communities and to interpret them for constructing emotional communities. The study followed a phenomenological-interpretative paradigm. The identification of TSG was done by a hermeneutic methodological approach by using an exhaustive exploratory documentary research. We studied (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  29. Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not the impact of the decision on society but rather the (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  30.  14
    The evolutionary rationality of social learning.Richard McElreath, Annika Wallin & Barbara Fasolo - 2013 - In Ralph Hertwig & Ulrich Hoffrage (eds.), Simple Heuristics in a Social World. Oxford University Press.
    We have analyzed the long-term success of various social learning heuristics. Specifically, we have examined their ability to persist and to replace other heuristics, and we have done this in two broadly different kinds of environments: environments in which the optimal behavior varies across space, or through time. Because each social learning heuristic also shapes its environment as individuals use it, our analysis has been at the same time ecological, game-theoretic, and evolutionary: The performance of each social (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  31.  10
    The More We Know: Nbc News, Educational Innovation, and Learning From Failure.Eric Klopfer, Jason Haas & Henry Jenkins - 2012 - MIT Press.
    In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  32.  18
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2021 - In Josh Cowls & Jessica Morley (eds.), The 2020 Yearbook of the Digital Ethics Lab. Springer Verlag. pp. 109-143.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   10 citations  
  33.  11
    The competitive Buddha: how to up your game in sports, leadership and life.Jerry Lynch - 2021 - Coral Gables: Mango Media.
    The Competitive Buddha is about mastery, leadership, and spirituality. Learn what you need to keep, what you need to discard, and what you need to add to your mental, emotional, and spiritual skill set as an athlete, coach, leader, parent, CEO, or any other performer in life. Understand how Buddhism can help you to be better prepared for sports and life, and how sports and life can teach you about Buddhism. Discover how people from all parts of the (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  34.  96
    Computational Functionalism for the Deep Learning Era.Ezequiel López-Rubio - 2018 - Minds and Machines 28 (4):667-688.
    Deep learning is a kind of machine learning which happens in a certain type of artificial neural networks called deep networks. Artificial deep networks, which exhibit many similarities with biological ones, have consistently shown human-like performance in many intelligent tasks. This poses the question whether this performance is caused by such similarities. After reviewing the structure and learning processes of artificial and biological neural networks, we outline two important reasons for the success of deep learning, namely (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  35.  8
    What Do We Learn About the Early Khārijites and Ibāḍiyya from Their Coins?Adam R. Gaiser - 2010 - Journal of the American Oriental Society 130 (2):167-187.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  36.  3
    What Can We Learn about the Normal from the Pathological?Gabrielle Jackson - 2022 - In Talia Welch & Susan Bredlau (eds.), Normality, Abnormality, and Pathology in Merleau-Ponty. SUNY Press. pp. 41-62.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  37.  7
    Historical Continuity or Different Sensory Worlds? What we Can Learn about the Sensory Characteristics of Early Modern Pharmaceuticals by Taking Them to a Trained Sensory Panel.Nils-Otto Ahnfelt, Hjalmar Fors & Karin Wendin - 2020 - Berichte Zur Wissenschaftsgeschichte 43 (3):412-429.
    Early modern medicine was much more dependent on the senses than its contemporary counterpart. Although a comprehensive medical theory existed that assigned great value to taste and odor of medicaments, historical descriptions of taste and odor appears imprecise and inconsistent to modern eyes. How did historical actors move from subjective experience of taste and odor to culturally stable agreements that facilitated communication about the sensory properties of medicaments? This paper addresses this question, not by investigating texts, but by going (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  38. Learning About Your Mental Health From Your Playlist? Investigating the Correlation Between Music Preference and Mental Health of College Students.Kun Wang, Sunyu Gao & Jianhao Huang - 2022 - Frontiers in Psychology 13.
    The present study explored the correlation between music preference and mental health of college students to make an empirical contribution to research in this field. The self-reported music preference scale and positive mental health scale of college students were adopted to conduct a questionnaire survey in college students. Common method variance was conducted to test any serious common method bias problem. No serious common method bias problem was observed. The results showed that college students’ preference for pop music, Western classical (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  39. Psychosemiotics of basketball: reading, meaning, and learning of the game.Michael Nachon - 2006 - Semiotica 160 (1-4):293-305.
     
    Export citation  
     
    Bookmark  
  40.  70
    Designing a machine to learn about the ethics of robotics: the N-reasons platform. [REVIEW]Peter Danielson - 2010 - Ethics and Information Technology 12 (3):251-261.
    We can learn about human ethics from machines. We discuss the design of a working machine for making ethical decisions, the N-Reasons platform, applied to the ethics of robots. This N-Reasons platform builds on web based surveys and experiments, to enable participants to make better ethical decisions. Their decisions are better than our existing surveys in three ways. First, they are social decisions supported by reasons. Second, these results are based on weaker premises, as no exogenous expertise (aside from (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  41.  33
    The Contemplative Classroom, or Learning by Heart in the Age of Google.Barbara Newman - 2013 - Buddhist-Christian Studies 33:3-11.
    In lieu of an abstract, here is a brief excerpt of the content:The Contemplative Classroom, or Learning by Heart in the Age of GoogleBarbara NewmanIn his provocative essay “Slow Knowledge,” David Orr outlines the countervailing assumptions of what he calls “the culture of fast knowledge.” Among these are the widely shared, though rarely examined, beliefs that “only that which can be measured is true knowledge; the more knowledge we have, the better; there are no significant distinctions between information and (...)
    No categories
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  42.  41
    Do I get what you get? Learning about the effects of self-performed and observed actions in infancy.Birgit Elsner & Gisa Aschersleben - 2003 - Consciousness and Cognition 12 (4):732-751.
    The present study investigated whether infants learn the effects of other persons' actions like they do for their own actions, and whether infants transfer observed action-effect relations to their own actions. Nine-, 12-, 15- and 18-month-olds explored an object that allowed two actions, and that produced a certain salient effect after each action. In a self-exploration group, infants explored the object directly, whereas in two observation groups, infants first watched an adult model acting on the object and obtaining a certain (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  43.  14
    “The game would have been better for me if…”: children’s counterfactual thinking about their own performance in a game.Marta Stragà, Angela Faiella, Ingrid Santini & Donatella Ferrante - 2023 - Thinking and Reasoning 29 (4):663-697.
    The mental simulation of past and future scenarios allows individuals to understand the past, make predictions about the future, plan and regulate their behavior. A great deal of research has focus...
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  44. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   13 citations  
  45.  15
    Learning in the trust game.Claude Meidinger & Antoine Terracol - 2012 - Revue de Philosophie Économique 13 (1):155-174.
    Résumé À partir de données expérimentales issues d’un jeu de la confiance répété, nous estimons des modèles structurels de formation des croyances permettant de distinguer les modes d’apprentissage des deux joueurs. Nous trouvons que les deux joueurs ne peuvent être décrits par le même mode d’apprentissage. Des simulations sur longue période montrent ensuite que l’interaction de ces deux types d’agents peut conduire à des issues contrastées.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  46.  33
    Games with Zero-knowledge Signaling.Edward Epsen - 2007 - Studia Logica 86 (3):403-414.
    We observe that in certain two-player repeated games of incomplete information, where information may be incomplete on both sides, it is possible for an informed player to signal his status as an informed player to the other without revealing any information about the choice of chance. The key to obtaining such a class of games is to relax the assumption that the players’ moves are observable. We show that in such cases players can achieve a kind of signaling that (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  47.  5
    An Exploration of Mental Health Discussions in Live Streaming Gaming Communities.Reesha Gandhi, Christine L. Cook, Nina LaMastra, Jirassaya Uttarapong & Donghee Yvette Wohn - 2021 - Frontiers in Psychology 12.
    Live streaming is a unique form of media that creates a direct line of interaction between streamers and viewers. While previous research has explored the social motivations of those who stream and watch streams in the gaming community, there is a lack of research that investigates intimate self-disclosure in this context, such as discussing sensitive topics like mental health on platforms such as Twitch.tv. This study aims to explore discussions about mental health in gaming live streams to better understand (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  48.  19
    Playing ethics and teaching morality: how wittgenstein could help us to apply games to the moral living.Janyne Sattler - 2017 - Trans/Form/Ação 40 (4):89-110.
    ABSTRACT: In Wittgenstein's Philosophical Investigations the notion of a 'language game' gives human communication a regained flexibility. Contrary to the Tractatus, the ethical domain now composes one language game among others, being expressed in various types of sentences such as moral judgments, imperatives and praises, and being shared in activity by a human form of life. The aim of this paper is to show that the same moves that allow for a moral language game are the ones (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark  
  49.  37
    How to learn about teaching: An evolutionary framework for the study of teaching behavior in humans and other animals.Michelle Ann Kline - 2015 - Behavioral and Brain Sciences 38:e31.
    The human species is more reliant on cultural adaptation than any other species, but it is unclear how observational learning can give rise to the faithful transmission of cultural adaptations. One possibility is that teaching facilitates accurate social transmission by narrowing the range of inferences that learners make. However, there is wide disagreement about how to define teaching, and how to interpret the empirical evidence for teaching across cultures and species. In this article I argue that disputes (...) the nature and prevalence of teaching across human societies and nonhuman animals are based on a number of deep-rooted theoretical differences between fields, as well as on important differences in how teaching is defined. To reconcile these disparate bodies of research, I review the three major approaches to the study of teaching – mentalistic, culture-based, and functionalist – and outline the research questions about teaching that each addresses. I then argue for a new, integrated framework that differentiates between teaching types according to the specific adaptive problems that each type solves, and apply this framework to restructure current empirical evidence on teaching in humans and nonhuman animals. This integrative framework generates novel insights, with broad implications for the study of the evolution of teaching, including the roles of cognitive constraints and cooperative dilemmas in how and when teaching evolves. Finally, I propose an explanation for why some types of teaching are uniquely human, and discuss new directions for research motivated by this framework. (shrink)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   57 citations  
  50. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage (...)
     
    Export citation  
     
    Bookmark   10 citations  
1 — 50 / 995