Explorable Explanation
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Explorable Explanation
An explorable explanation (often shortened to ''explorable'') is a form of informative media where an interactive computer simulation of a given concept is presented, along with some form of guidance (usually prose) that suggests ways that the audience can learn from the simulation. Explorable explanations encourage users to discover things about the concept for themselves, and test their expectations of its behaviour against its actual behaviour, promoting a more active form of learning than reading or listening. Definition The term "explorable explanation" was first used in passing by Peter Brusilovsky in a 1994 paper, but did not enter into common use until 2011, when Bret Victor published an eponymous essay (the essay included an explorable explanation of a digital filter). Victor distinguishes explorable explanations from isolated interactive widgets and visualizations by the fact that they deliberately guide the attention of their audience towards particular phenomena ...
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Parable Of The Polygons Drag & Drop
A parable is a succinct, didactic story, in prose or verse, that illustrates one or more instructive lessons or principles. It differs from a fable in that fables employ animals, plants, inanimate objects, or forces of nature as characters, whereas parables have human characters. A parable is a type of metaphorical analogy. Some scholars of the canonical gospels and the New Testament apply the term "parable" only to the parables of Jesus, although that is not a common restriction of the term. Parables such as the parable of the Prodigal Son are important to Jesus's teaching method. Etymology The word ''parable'' comes from the Greek παραβολή (''parabolē''), literally "throwing" (''bolē'') "alongside" (''para-''), by extension meaning "comparison, illustration, analogy." It was the name given by Greek rhetoricians to an illustration in the form of a brief fictional narrative. History The Bible contains numerous parables in the Gospels of the New Testament ( Jesus's pa ...
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Incredipede
''Incredipede'' is a physics-based puzzle video game by Canadian studio Northway Games. The game was released on 25 October 2012. Gameplay The gameplay of ''Incredipede'' focuses on the character Quozzle, an Incredipede with the ability to morph to complete short challenges. As the game progresses, new elements such as lava, water or wind appear. Development ''Incredipede'' was developed by Colin Northway while visiting numerous countries with his wife, Sarah. While reading the Wikipedia article for jumping spiders, Colin found Thomas Shahan, who later became the game artist for ''Incredipede''. ''Incredipede'' has been submitted to Steam Greenlight, but Northway feels that if Greenlight did not exist, the game would have been launched on Steam earlier. It was greenlit on 10 January 2013 after being announced as a 2013 IGF finalist. ''Incredipede'' was included in the Humble Bundle Humble Bundle, Inc. is a digital storefront for video games, which grew out of its or ...
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Conway's Game Of Life
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine. Rules The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight '' neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than two live neighbours dies, as if by underpopulation. # Any live cell with two or three live neig ...
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Emergence
In philosophy, systems theory, science, and art, emergence occurs when an entity is observed to have properties its parts do not have on their own, properties or behaviors that emerge only when the parts interact in a wider whole. Emergence plays a central role in theories of integrative levels and of complex systems. For instance, the phenomenon of life as studied in biology is an emergent property of chemistry. In philosophy, theories that emphasize emergent properties have been called emergentism. In philosophy Philosophers often understand emergence as a claim about the etiology of a system's properties. An emergent property of a system, in this context, is one that is not a property of any component of that system, but is still a feature of the system as a whole. Nicolai Hartmann (1882–1950), one of the first modern philosophers to write on emergence, termed this a ''categorial novum'' (new category). Definitions This concept of emergence dates from at least the ...
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Mitchel Resnick
Mitchel Resnick (born June 12, 1956) is Lego Papert Professor of Learning Research, Director of the Okawa Center, and Director of the Lifelong Kindergarten group at the Massachusetts Institute of Technology (MIT) Media Lab. , Resnick serves as head of the Media Arts and Sciences academic program, which program grants master's degrees and Ph.D.s at the MIT Media Lab. Resnick's research group has developed a variety of educational tools that engage people in new types of design activities and learning experiences, including the ''Programmable Bricks'' that were the basis for the award-winning Lego Mindstorms and StarLogo software. He cofounded the Computer Clubhouse, an award-winning network of learning centers for youth from under-served communities. Resnick is also a cofounder and a coprincipal investigator of the Center for Civic Media at MIT. Resnick's group has developed a new computer programming language, named Scratch, that makes it easier for children to create animated ...
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PLATO (computer System)
Plato (428/427 or 424/423 – 348/347 BCE) was a Greek philosopher. Plato may also refer to: People Given name or nickname * Plato (comic poet) () * Plato (exarch) (), Byzantine exarch of Ravenna * Plato II (1737–1812), Metropolitan of Moscow in 1775–1812 * Plato III (born 1993), American rapper * Plato of Bactria (2nd century BCE), Greco-Bactrian king * Plato of Sakkoudion (–814), Byzantine saint * Plato Andros (1921–2008), American football player * Plato Cacheris (1929–2019), American lawyer * Plato T. Durham (1873–1930), American academic administrator * Plato Fludd (), American politician * Plato Malinovsky, Metropolitan of Moscow in 1745–1754 * Plato Malozemoff (1909–1997), Russian-American engineer and businessman * Plato E. Shaw (1883–1947), American historian * Plato A. Skouras (1930–2004), American film producer * Plato Tiburtinus, 12th-century Italian mathematician, astronomer and translator * Plato von Ustinov (1840–1918), Russian-born ...
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PLATO Chem Exp
Plato ( ; grc-gre, Πλάτων ; 428/427 or 424/423 – 348/347 BC) was a Greek philosopher born in Athens during the Classical period in Ancient Greece. He founded the Platonist school of thought and the Academy, the first institution of higher learning on the European continent. Along with his teacher, Socrates, and his student, Aristotle, Plato is a central figure in the history of Ancient Greek philosophy and the Western and Middle Eastern philosophies descended from it. He has also shaped religion and spirituality. The so-called neoplatonism of his interpreter Plotinus greatly influenced both Christianity (through Church Fathers such as Augustine) and Islamic philosophy (through e.g. Al-Farabi). In modern times, Friedrich Nietzsche diagnosed Western culture as growing in the shadow of Plato (famously calling Christianity "Platonism for the masses"), while Alfred North Whitehead famously said: "the safest general characterization of the European philo ...
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Monopoly (game)
''Monopoly'' is a multi-player economics-themed board game. In the game, players roll two dice to move around the game board, buying and trading properties and developing them with houses and hotels. Players collect rent from their opponents, aiming to drive them into bankruptcy. Money can also be gained or lost through ''Chance'' and ''Community Chest'' cards and tax squares. Players receive a stipend every time they pass "Go" and can end up in jail, from which they cannot move until they have met one of three conditions. House rules, hundreds of different editions, many spin-offs, and related media exist. ''Monopoly'' has become a part of international popular culture, having been licensed locally in more than 103 countries and printed in more than 37 languages. , it was estimated that the game had sold 275 million copies worldwide. ''Monopoly'' is derived from ''The Landlord's Game'', created by Lizzie Magie in the United States in 1903 as a way to demonstrate that an economy ...
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The Landlord's Game
''The Landlord's Game'' is a board game patented in 1904 by Elizabeth Magie as . It is a realty and taxation game intended to educate users about Georgism. It is the inspiration for the 1935 board game ''Monopoly (game), Monopoly''. History In 1902 to 1903, Magie designed the game and play tested it in Arden, Delaware. The game was created to be a "practical demonstration of the present system of land grabbing with all its usual outcomes and consequences". She based the game on the economic principles of Georgism, a system proposed by Henry George, with the object of demonstrating how rents enrich property owners and impoverish tenants. She knew that some people could find it hard to understand why this happened and what might be done about it, and she thought that if Georgist ideas were put into the concrete form of a game, they might be easier to demonstrate. Magie also hoped that when played by children the game would provoke their natural suspicion of unfairness, and that t ...
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Reward System
The reward system (the mesocorticolimbic circuit) is a group of neural structures responsible for incentive salience (i.e., "wanting"; desire or craving for a reward and motivation), associative learning (primarily positive reinforcement and classical conditioning), and positively-valenced emotions, particularly ones involving pleasure as a core component (e.g., joy, euphoria and ecstasy). Reward is the attractive and motivational property of a stimulus that induces appetitive behavior, also known as approach behavior, and consummatory behavior. A rewarding stimulus has been described as "any stimulus, object, event, activity, or situation that has the potential to make us approach and consume it is by definition a reward". In operant conditioning, rewarding stimuli function as positive reinforcers; however, the converse statement also holds true: positive reinforcers are rewarding. The reward system motivates animals to approach stimuli or engage in behaviour that increases ...
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Nicky Case
Nicky Case is a genderqueer Canadian indie game developer best known for developing video games such as '' Coming Out Simulator'' and ''Parable of the Polygons'', both released in 2014. Case's most recent game, ''Adventures with Anxiety'' was released in 2019. ''Adventures with Anxiety'' is an interactive choose-your-own-adventure narrative game. Case's works are characterised by their interactive design and the recurring goal to “.. help people understand complex systems.” Besides designing and developing games, Case is active on their website and blog, regularly updating posts, short stories and comics about mental health, games and media culture, and recently, COVID-19 safety. They also post blogs teaching others math, how to code and how to make games. Personal life Case is non-binary and has chosen to be referred to in gender-neutral terms, expressing a lack of preference for pronouns. They were born in Singapore and moved with their family to Vancouver when they were y ...
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Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Techniques Gamification techniques are intended to leverag ...
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