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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
Grossklags, Jens – ProQuest LLC, 2009
Computer users express a strong desire to prevent attacks, and to reduce the losses from computer and information security breaches. However, despite the widespread availability of various technologies, actual investments in security remain highly variable across the Internet population. As a result, attacks such as distributed denial-of-service…
Descriptors: Economic Research, Probability, Internet, Computer Security
Turocy, Theodore L. – Journal of Economic Education, 2009
The author describes a protocol for classroom experiments for courses that introduce undergraduates to signaling games. Signaling games are conceptually difficult because, when analyzing the game, students are not naturally inclined to think in probabilistic, Bayesian terms. The experimental design explicitly presents the posterior frequencies of…
Descriptors: Class Activities, Experiments, Games, Undergraduate Study
Round, David K. – Journal of Economic Education, 2007
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
Descriptors: Economics Education, Probability, Games, Game Theory
Jian, Lian – ProQuest LLC, 2010
My dissertation contains three studies centering on the question: how to motivate people to share high quality information on online information aggregation systems, also known as social computing systems? I take a social scientific approach to "identify" the strategic behavior of individuals in information systems, and "analyze" how non-monetary…
Descriptors: Information Systems, Internet, Motivation Techniques, Incentives

Zatzkis, Henry – Mathematics Teacher, 1973
Descriptors: Game Theory, Games, Mathematical Concepts, Mathematics

Smith, Karl J. – Two-Year College Mathematics Journal, 1972
An analysis is made of the probabilities for winning at the game of Keno, with a computer program provided that will determine expectations. (DT)
Descriptors: College Mathematics, Computer Programs, Game Theory, Games

Craswell, Keith J. – Two-Year College Mathematics Journal, 1973
Probabilities and strategies for winning at a game of fliiping a penny are analyzed. (DT)
Descriptors: College Mathematics, Game Theory, Games, Instruction
Mecklin, Christopher J.; Donnelly, Robert G. – Journal of Statistics Education, 2005
In this paper, we consider some combinatorial and statistical aspects of the popular "Powerball" lottery game. It is not difficult for students in an introductory statistics course to compute the probabilities of winning various prizes, including the "jackpot" in the Powerball game. Assuming a unique jackpot winner, it is not difficult to find the…
Descriptors: Introductory Courses, Statistics, Games, Game Theory

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
Bushey, William Edward – 1970
In order to investigate the use of strategies in a game-playing computer program, "Gammon," a computer program that plays Backgammon, was developed. It focuses on the play of a given strategy, as well as the process of strategy selection, and examines the concept of strategy as an integrating and driving force in the play of a game. A…
Descriptors: Artificial Intelligence, Computer Programs, Computers, Decision Making
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
Harris, Richard J. – 1971
This extension of Harris' classification system permits classification of the interval-scale properties of any 2 x 2 (two person, two choice) game. The system is compared to taxonomies developed by various previous researchers. It is shown to permit compact description of any 2 x 2 game as an octet of numbers. It also permits rapid classification…
Descriptors: Classification, Decision Making, Game Theory, Games
Butterworth, William T.; Coe, Paul R. – PRIMUS, 2004
"The Price is Right" ("TPIR") is a rich source of examples of applied probability, combinatorics, and game theory. While some of the games played on stage by individual contestants stress a knowledge of pricing, many are also heavily based on probability. "TPIR" stage games are a treasury of interesting modules that can be effective learning tools…
Descriptors: Game Theory, Mathematics Education, Probability, Mathematics Anxiety
Barton, Richard F. – 1970
In a primer intended for the administrative professions, for the behavioral sciences, and for education, simulation and its various aspects are defined, illustrated, and explained. Man-model simulation, man-computer simulation, all-computer simulation, and analysis are discussed as techniques for studying object systems (parts of the "real…
Descriptors: Class Activities, Computers, Educational Games, Game Theory
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