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Prodromou, Theodosia; Kynigos, Chronis – Mathematics Education Research Group of Australasia, 2022
This study focuses on pre-service teachers' experimentation with a game-modding process in a constructionist setting whilst they experimented with randomness embedded in wider socio-scientific issues that call for decision making under uncertainty. In this process, participants created 39 different game mods. Our observations of the participants…
Descriptors: Preservice Teachers, Mathematics Instruction, Decision Making, Constructivism (Learning)
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Westera, Wim – Education and Information Technologies, 2016
This paper is about performance assessment in serious games. We conceive serious gaming as a process of player-lead decision taking. Starting from combinatorics and item-response theory we provide an analytical model that makes explicit to what extent observed player performances (decisions) are blurred by chance processes (guessing behaviors). We…
Descriptors: Performance Based Assessment, Games, Item Response Theory, Scores
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Butler, Christopher K. – Journal of Conflict Resolution, 2007
Despite many applications of prospect theory's concepts to explain political and strategic phenomena, formal analyses of strategic problems using prospect theory are rare. Using Fearon's model of bargaining, Tversky and Kahneman's value function, and an existing probability weighting function, I construct a model that demonstrates the differences…
Descriptors: Probability, Game Theory, Decision Making, Models
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Fletcher, Mike; Mooney, Claire – Teaching Mathematics and Its Applications, 2001
Observes the application of probability theory to a game between two players. Shows how basic techniques such as tree diagrams can be used to demonstrate optimum strategies, how the art of bluffing can be quantified, and how this might be applied to a game of poker. (Author/ASK)
Descriptors: Game Theory, Games, Mathematical Models, Mathematics Activities
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Kalist, David E. – Journal of Statistics Education, 2004
The data discussed in this paper are from the television game show "Friend or Foe", and can be used to examine whether age, gender, race, and the amount of prize money affect contestants' strategies. The data are suitable for a variety of statistical analyses, such as descriptive statistics, testing for differences in means or proportions, and…
Descriptors: Television, Television Research, Games, Data Interpretation