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In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
The James Paul Gee Learning Games Awards were created in 2020 to apply Gee's theories to the identification and judging of learning game design. Gee's book is used in Kimon Keramidas' [9] argument explaining the learning processes of gamers. Some of the schema and elements that are used in game designing can be analogously used as "frameworks ...
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
While Nash proved that every finite game has a Nash equilibrium, not all have pure strategy Nash equilibria. For an example of a game that does not have a Nash equilibrium in pure strategies, see Matching pennies. However, many games do have pure strategy Nash equilibria (e.g. the Coordination game, the Prisoner's dilemma, the Stag hunt ...
If a strictly dominant strategy exists for one player in a game, that player will play that strategy in each of the game's Nash equilibria.If both players have a strictly dominant strategy, the game has only one unique Nash equilibrium, referred to as a "dominant strategy equilibrium".
Equilibrium selection is a concept from game theory which seeks to address reasons for players of a game to select a certain equilibrium over another. The concept is especially relevant in evolutionary game theory, where the different methods of equilibrium selection respond to different ideas of what equilibria will be stable and persistent for one player to play even in the face of ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
A dominant strategy provides a player with the highest possible payoff for any strategy of the other players. In simultaneous games, the best move a player can make is to follow their dominant strategy, if one exists. [11] When analyzing a simultaneous game: Firstly, identify any dominant strategies for all players.