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1

Polnaszek, Timothy J., and David W. Stephens. "Why not lie? Costs enforce honesty in an experimental signalling game." Proceedings of the Royal Society B: Biological Sciences 281, no. 1774 (2014): 20132457. http://dx.doi.org/10.1098/rspb.2013.2457.

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Communication depends on reliability. Yet, the existence of stable honest signalling presents an evolutionary puzzle. Why should animals signal honestly in the face of a conflict of interest? While students of animal signalling have offered several theoretical answers to this puzzle, the most widely studied model, commonly called the ‘handicap principle’, postulates that the costs of signals stabilize honesty. This model is the motivating force behind an enormous research enterprise that explores signal costs—whether they are physiological, immunological, neural, developmental or caloric. Whil
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Afriani, Syarifah Faradina, and Zaujatul Amna. "Revealing Honesty in Children through Game: A Case Study of Elementary School’s Students in Banda Aceh." Proceedings of International Conference on Psychology, Mental Health, Religion, and Sprirituality 1, no. 1 (2023): 7–10. http://dx.doi.org/10.29080/pmhrs.v1i1.1153.

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Exposure to honesty in young children is a need in order to evaluate how the concept is internalized in themselves. It has an impact on the formation of children’s character in the future. This study aimed to reveal honest behavior in children. A total of 36 elementary school students consisting of 12 boys and 24 girls with aged 6 to 9 years old in Banda Aceh, Indonesia were selected as participants using random sampling. A ball-drawing task was used as a method to observe children’s honesty, every child was asked to draw a ball from an opaque box containing equal numbers of red and blue balls
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3

Iswinarti. "The effect of traditional game Congklak Lidi with BERLIAN method to improve honest attitude to the children." Psychological Journal: Science and Practice 1, no. 2 (2022): 61–67. http://dx.doi.org/10.22219/pjsp.v1i2.19615.

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The Congklak Lidi is a traditional game that has high values in building children’s character. The good values in this game is to build an honest attitude. Among the various traditional games that have been researched, found that the traditional Congklak Lidi has values that could stimulate children’s honesty. The purpose of this study was to determine does the game of Congklak Lidi could increase honesty in children. The research was experimental design with pretest-posttest control group. The research subjects were elementary school students in Dau (a sub-district in Malang). The research in
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Sartori, Anne E. "The Might of the Pen: A Reputational Theory of Communication in International Disputes." International Organization 56, no. 1 (2002): 121–49. http://dx.doi.org/10.1162/002081802753485151.

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I present a theory of effective diplomacy based on honesty and reputations. I model diplomacy as a form of “cheap talk” and international interactions as an infinitely repeated game in which similar states find themselves in disparate situations over time. The theory explains the success and failure of diplomacy. Reputations for honesty make honest communication possible. A state caught bluffing is less able to communicate and less likely to attain its goals in the near future. These findings imply that domestic audience costs are unnecessary for international signaling and that military stren
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Yurissa, Putri Norma. "Instilling Religious and Honest Character Education at MIN 3 Jombang: Using the Hompimpa Alaium Gambreng Game." ETDC: Indonesian Journal of Research and Educational Review 1, no. 4 (2022): 471–78. http://dx.doi.org/10.51574/ijrer.v1i4.426.

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This article discusses the character building of madrasa students through the traditional game of Hompimpa Alaium Gambreng. The purpose of this study was to analyze the effect of the Hompimpa Alaium Gambreng game on changes in the character of students, especially religious characters and honesty. This study uses a mixed approach, namely quantitative and qualitative. According to the results of the research conducted, the Hompimpa Alaium Gambreng game seems to have a significant impact on the cultivation of religious character and honesty. Another benefit of this research is that it can introd
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Darmawati. "IMPLEMENTASI NILAI-NILAI PANCASILA MELALUI PERMAINAN TRADISIONAL PADA MURID SD NEG. 137 KAEMBA KAB. MAROS." SINERGI : Jurnal Riset Ilmiah 1, no. 8 (2024): 645–51. http://dx.doi.org/10.62335/dc3vwe02.

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The purpose of this research is to describe the implementation of Pancasila values through traditional games in students of SD Neg. 137 Inpres Kaemba Kab. Maros. The research was carried out at the Neg. 137 Inpres Kaemba Kec. Marusu Kab. Maros. The type of research used is qualitative research with methods of observation, interview, and documentation. Implementation of the values of Pancasila through traditional games in the students of SD Neg. 137 Inpres Kaemba Kab. Maros is:1) In the game of dragon snakes, SD students implement the values of divinity, humanity, democracy, cooperation, unity,
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7

Bruner, Justin P. "POLICING EPISTEMIC COMMUNITIES." Episteme 10, no. 4 (2013): 403–16. http://dx.doi.org/10.1017/epi.2013.34.

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AbstractI examine how particular social arrangements and incentive structures encourage the honest reporting of experimental results and minimize fraudulent scientific work. In particular I investigate how epistemic communities can achieve this goal by promoting members to police the community. Using some basic tools from game theory, I explore a simple model in which scientists both conduct research and have the option of investigating the findings of their peers. I find that this system of peer policing can in many cases ensure high levels of honesty.
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Ścigała, Karolina A., Christoph Schild, and Ingo Zettler. "Dishonesty as a signal of trustworthiness: Honesty-Humility and trustworthy dishonesty." Royal Society Open Science 7, no. 10 (2020): 200685. http://dx.doi.org/10.1098/rsos.200685.

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Trustworthiness is a foundation of well-functioning relationships and societies, and thus often perceived as a socially normative behaviour. Correspondingly, a broad array of research found that people tend to act in a trustworthy way and signal their trustworthiness to others, and that trustworthiness is rewarded. Herein, we explore whether this motivation to behave trustworthily can have socially undesirable effects in terms of leading to dishonesty targeted at fulfilling the trustor's expectations (i.e. trustworthy dishonesty ). Furthermore, we examine how the basic trait of Honesty-Humilit
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9

Rahman, Malik Akbar Mulki, and Muhammad Hisyam Asror. "Hy-Game (Honesty Game) As An Anti-Corruption Learning Media For Children." Law Research Review Quarterly 5, no. 1 (2019): 17–22. http://dx.doi.org/10.15294/snh.v5i01.29711.

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Corruption is an act that is not commendable because it can harm yourself and others, according to the Corruption Eradication Commission in Indonesia in 2018 experienced a decline of 29.8 percent from 38.2 percent. Despite the decline we still have to prevent corruption in order to make the Indonesian state better. To prevent corruption, we can apply anti-corruption cultural values ​​in our daily lives, including the values ​​of honesty, fairness, courage, simple living, responsibility, discipline, hard work, saving and being independent. We can apply these values ​​as a reference in carrying
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10

Muhammad Imanda Ilham, Andara Erlyn Ismaliain, Temi Gagas, Ahmad Nur badar Sya’ban Al-Ghozali, Gading Dwi Mutaqoful, and Ajriya Dhifan Furqony. "Revitalisasi Permainan Tradisional untuk Mengurangi Ketergantungan Gadget dan Meningkatkan Aktivitas Fisik Siswa di SDN Kotakulon 03." Jurnal Pengabdian Nasional (JPN) Indonesia 6, no. 2 (2025): 545–55. https://doi.org/10.63447/jpni.v6i2.1459.

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Traditional games offer various benefits for children's development and play a role in shaping their character. The purpose of this article is to (1) examine and promote the values embedded in the traditional game Benteng-Bentengan and (2) examine and promote the values embedded in the traditional game Gobag Sodor. From the issues addressed, it can be concluded that both Benteng-Bentengan and Gobag Sodor contain character-building values. The values found in the traditional game Benteng-Bentengan include honesty, sportsmanship, cooperation, responsibility, and unity. Meanwhile, the values foun
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Quillien, Tadeg. "Universal modesty in signal-burying games." Proceedings of the Royal Society B: Biological Sciences 286, no. 1906 (2019): 20190985. http://dx.doi.org/10.1098/rspb.2019.0985.

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Why would individuals hide positive information about themselves? Evolutionary game theorists have recently developed the signal-burying game as a simple model to shed light on this puzzle. They have shown that the game has an equilibrium where some agents are better off deliberately reducing the visibility of the signal by which they broadcast their positive traits. However, this equilibrium also features individuals who fully broadcast their positive traits. Here, we show that the signal-burying framework can also explain modesty norms that everyone adheres to: the game contains an equilibri
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12

Erard, Brian, and Jonathan S. Feinstein. "Honesty and Evasion in the Tax Compliance Game." RAND Journal of Economics 25, no. 1 (1994): 1. http://dx.doi.org/10.2307/2555850.

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13

Capraro, Valerio, Jonathan Schulz, and David G. Rand. "Time pressure and honesty in a deception game." Journal of Behavioral and Experimental Economics 79 (April 2019): 93–99. http://dx.doi.org/10.1016/j.socec.2019.01.007.

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14

Pang, Yudan, Xuefeng Wang, Hang Wu, and Fanfan Zhang. "In-Organization Ethics Power-Allocation Mechanisms and Members’ Decision-Making Behavior." Behavioral Sciences 12, no. 1 (2021): 6. http://dx.doi.org/10.3390/bs12010006.

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This study examines experimental evidence showing how ethics power allocation mechanisms affect an individual’s in-organization resource division and ethical behavior. We used two two-stage lab experiments to explore power seeking and usage; the experiments contained two stages of power contending and power usage. Stage one used two different power-seeking mechanisms in the honesty game. Stage two was based on the dictator game and the ultimatum game to measure an individual’s power usage. The results show that the decisions taken by power-holders could influence the optimization of collective
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15

Mohamad Fadil, Samsul Arifin, and Abd. Mughni. "EKSPLORASI NILAI-NILAI KONSELING DALAM PERMAINAN TRADISIONAL GOBAK SODOR DI KABUPATEN BONDOWOSO." Konseling At-Tawazun : Jurnal Kajian Bimbingan dan Konseling Islam 3, no. 1 (2024): 29–44. http://dx.doi.org/10.35316/attawazun.v3i1.4415.

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The gobak sodor game is a game played in groups, where the group of guards tries to block the attacking group when they want to pass through the game squares. The traditional game Gobak Sodor contains many positive values. The aim of this research is to explore the counseling values contained in the traditional game gobak sodor in Bondowoso Regency. This research uses qualitative research methods with an ethnographic type of research. From the research results, there are counseling values in the traditional game of gobak sodor in Bondowoso Regency, namely: spirituality, kinship, honesty, coope
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16

DENANT-BOEMONT, LAURENT, DAVID MASCLET, and CHARLES NOUSSAIR. "ANNOUNCEMENT, OBSERVATION AND HONESTY IN THE VOLUNTARY CONTRIBUTIONS GAME." Pacific Economic Review 16, no. 2 (2011): 207–28. http://dx.doi.org/10.1111/j.1468-0106.2011.00543.x.

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17

Rubiyatno, Rubiyatno, and Suharjana Suharjana. "MODEL PEMBELAJARAN PENJAS MELALUI PERMAINAN UNTUK PEMBENTUKAN KARAKTER KERJA SAMA, TANGGUNG JAWAB DAN KEJUJURAN SISWA SD." Jurnal Keolahragaan 1, no. 2 (2013): 166–75. http://dx.doi.org/10.21831/jk.v1i2.2572.

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Penelitian ini bertujuan untuk menghasilkan model pembelajaran penjas melalui aktivitas permainan bagi siswa sekolah dasar khususnya kelas atas yang terintegrasi dengan nilai-nilai karakter kerja sama, tanggung jawab dan kejujuran. Penelitian pengembangan ini dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) pengumpulan informasi di lapangan dan melakukan analisis terhadap informasi yang telah dikumpulkan, (2) mengembangkan produk awal (draf model), (3) validasi ahli dan revisi, (4) uji coba lapangan skala kecil dan revisi, (5) uji coba lapangan skala b
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18

Allgaier, Katharina, Karolina A. Ścigała, Ulrich Trautwein, Benjamin E. Hilbig, and Ingo Zettler. "Honesty-humility and dictator and ultimatum game-giving in children." Journal of Research in Personality 85 (April 2020): 103907. http://dx.doi.org/10.1016/j.jrp.2019.103907.

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19

Tanner, Carmen, Stefan Linder, and Matthias Sohn. "Does moral commitment predict resistance to corruption? experimental evidence from a bribery game." PLOS ONE 17, no. 1 (2022): e0262201. http://dx.doi.org/10.1371/journal.pone.0262201.

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Corruption is ubiquitous in practice and has severe negative consequences for organizations and societies at large. Drawing on a laboratory experiment, we propose that individuals high in moral commitment are less likely to engage in corrupt behaviors and prefer foregoing financial benefits. Specifically, we posit that individuals refrain from corruption (i) the more they endorse integrity (incorruptibility) as a protected value and (ii) the higher their level of Honesty-Humility. The results of a two-step experiment largely support our expectations: people who treat compromises to integrity a
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20

Fajriani, Kartika, Abnan Pancasilawati, Hasmawaty Hasmawaty, and Heppy Liana. "Pembentukan Karakter Anak Usia Dini melalui Permainan Tradisional Balogo." Antroposen: Journal of Social Studies and Humaniora 1, no. 2 (2022): 92–104. http://dx.doi.org/10.33830/antroposen.v1i2.4024.

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This study aims to determine the stages and rules of the game, as well as the values of character education contained in the traditional Balogo game from South Kalimantan Province. The approach in this research is a qualitative approach. The subjects in this study were students who were in Kindergarten institutions ranging in age bfrom 6-7 years. Data collection techniques used are observation, interviews, and documentation. The collected data is processed through data reduction, data presentation, data classification, and drawing conclusions. The results showed that the traditional Balogo gam
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Pulungan, Husniah Ramadhani. "Seimbangkan Game Online dengan Game Offline di Era Revolusi Industri 4.0." Studi Multidisipliner: Jurnal Kajian Keislaman 6, no. 2 (2019): 56–74. http://dx.doi.org/10.24952/multidisipliner.v6i2.2085.

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This article aims to strike a balance between online games that have some negative impacts and offline games (which are paired with the term sports or games) in the era of the industrial revolution 4.0. The method used is descriptive qualitative with a case study because the source of the data is from the uti-utian of the Angkola tribe which originates from a written document titled "Adat budaya Batak Angkola menelusuri perjalanan masa". The results revealed three categories of uti-utian namely: children's games, dexterity, and the device to block. Cultural themes resulting from these three ca
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Hilbig, Benjamin E., Ingo Zettler, and Timo Heydasch. "Personality, Punishment and Public Goods: Strategic Shifts towards Cooperation as a Matter of Dispositional Honesty–Humility." European Journal of Personality 26, no. 3 (2012): 245–54. http://dx.doi.org/10.1002/per.830.

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Contributions in the public goods game—a classical social dilemma situation—have been shown to depend strongly on the presence versus absence of punishment or sanctions for free riders. Also, there appear to be noteworthy individual differences in the degree to which decision makers cooperate. Herein, we aimed to bring these two lines of research together. Firstly, we predicted that both presence of punishment and high dispositional Honesty–Humility (as conceptualized in the Honesty–Humility, Emotionality, eXtraversion, Agreeableness, Conscientiousness, Openness to experience model of personal
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Galarza Arellano, Francisco B. "Honesty on Trial: An Experimental Approach." Economia 47, no. 94 (2024): 26–55. https://doi.org/10.18800/economia.202402.002.

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We study honesty using a two-player deception game, where players are required to report the group they belong to. The payoffs depend on the decisions of each pair of players, with lying yielding the highest individual payoff. Exploiting a between subjects design, we examine the effect of time (delay and pressure) and information (about the decisions of her peers) on lying and investigate whether these effects differ by gender. Using a sample from two private universities in Peru, we find that, on average, participants lie less in the delay treatment compared to the time pressure treatment, an
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Priska Nurlia Br Simanungkalit and Daulat Saragi. "PERMAINAN MARGALA SEBAGAI UPAYA PENANAMAN DAN PEMBENTUKAN KARAKTER SISWA." ALFIHRIS : Jurnal Inspirasi Pendidikan 1, no. 4 (2023): 181–88. http://dx.doi.org/10.59246/alfihris.v1i4.582.

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Margala is a traditional Batak game played by two groups and the number of players is determined by the number of field squares which are full of meaning and character values, through this game the character of students will be instilled and formed properly, because by instilling character values to students, it will produce and form graduates who have good and polite character. This study is a qualitative study with the form of a library study with the object of study being students of SD Negeri 055981 Beruam, the results of the study explain that there are very many character values containe
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Chou, P. Ben, Wei Xu, Asokan Anandarajan, and Dennis Valenti. "Is honesty the best policy? A game theory perspective of auditing." International Journal of Behavioural Accounting and Finance 3, no. 1/2 (2012): 88. http://dx.doi.org/10.1504/ijbaf.2012.047357.

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Rosidah, Ulia Anisatur, Miftakhul Huda, and Johann Hofer. "Modifying Gobak Sodor into A Learning Medium for Improving Students' Scientific Attitude." MUDARRISA: Jurnal Kajian Pendidikan Islam 14, no. 2 (2022): 141–59. http://dx.doi.org/10.18326/mdr.v14i2.141-159.

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This study aims to improve scientific attitudes by modifying Gobak Sodor, a team-based game in which two teams of three members each attempt to beat one another. One team plays as the defender, while another team acts as the attacker in a square field with boundaries usually marked by chalk. This qualitative study collected the data by observation and documentation, finding that 9 out of 10 2nd-grade students in MI Ma'aruf NU Metro exhibited better attitudes, including honesty, cooperation, optimism, objectivity, and tolerance. Despite the attitudinal improvements made, a number of aspects, in
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Jannah, Roudhotul, Arya Mahdi, and Harjianto Harjianto. "Nilai-Nilai Pembangun Karakter: Permainan Tradisional Karetan/Pelencatan Suku Using di Banyuwangi." Jurnal Ilmiah Universitas Batanghari Jambi 19, no. 2 (2019): 215. http://dx.doi.org/10.33087/jiubj.v19i2.593.

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The traditional game of karetan / pelencatan is the term of traditional game for Using tribe in Banyuwangi Regency. The traditional game of karetan / pelencatan uses a simple materials or tools from woven rubber bands (rubber bands strands). According to the size of agreement, usually about 3 or 4 meters in length, which is played in an open space and quite wide. The method used in this research is the ethnographic qualitative. This research examines the values of character building in traditional game of karetan / pelencatan in the community of Kemiren and Kabat village, whose the majority po
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Wijaya, Nathasia Austin, and Erdhi Widyarto. "Learn Modesty from Javanese Game." SISFORMA 2, no. 2 (2017): 60. http://dx.doi.org/10.24167/sisforma.v2i2.843.

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Todays society, especially for the youth, they have been missed the essence of modesty. The lost of modesty conduce to the lost of modest lifestyle and it is replaced by glamorous lifestyle. It will lead to the careless personality among humans and nature, or even the loss of humanity.The situation can not be ignored and has to be addressed immediately. Therefore, beside the common education, government also implemented character education system in school. Parents have to directing and instantiate their children about modesty and other values. Directing the children can be done with introduce
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Lainidi, Olga, Eirini Karakasidou, and Anthony Montgomery. "Dark Triad, Impulsiveness and Honesty-Humility in the Prisoner’s Dilemma Game: The Moderating Role of Gender." Merits 2, no. 4 (2022): 387–99. http://dx.doi.org/10.3390/merits2040027.

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(1) Background: The aim of the study was to investigate if the Dark Triad (DT)—which includes psychopathy, Machiavellianism and narcissism—impulsiveness and Honesty-Humility (HH), can predict individuals’ intended behavior in a one-shot Prisoner’s Dilemma Game (PDG) and whether this relationship is moderated by gender. (2) Methods: A cross-sectional correlational design was used, examining regression and moderation models. A total sample of 197 working adults from Greece (64% women, Mage = 35.13 years old) completed a one-shot, simulated PDG, the Dirty Dozen scale, the Barratt Impulsiveness Sc
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Umarov, I. "Kupkari - a Traditional Game of the Inhabitants of the Mountain Villages of the Kuhitang." Bulletin of Science and Practice 6, no. 11 (2020): 439–43. http://dx.doi.org/10.33619/2414-2948/60/55.

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Kupkari is of great importance among the Uzbek national sports games. Because thanks to these games, our ancient ancestors developed such qualities as agility, courage, vigilance, honesty, courage. In this article, the author describes in detail the preparation of horses, as well as the rules for holding games and their significance in the mountain villages of Kuhitang, Surkhandarya region.
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Fong, Yuk-fai, Ting Liu, and Xiaoxuan Meng. "Trust Building in Credence Goods Markets." American Economic Journal: Microeconomics 14, no. 1 (2022): 490–528. http://dx.doi.org/10.1257/mic.20180313.

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We study trust building in credence-goods markets in a dynamic setting. When consumers’ expected loss is low and it is efficient to fix only the more severe problem, there is no trade in the one-shot game. In the repeated game, an expert’s honesty is monitored through consumers’ rejection of his recommendations. The expert’s profit in the optimal equilibrium weakly increases in the discount factor but does not achieve the first best, which contrasts sharply with the optimal equilibrium in experience-goods markets. The optimal equilibrium involves undertreatment if the expert is sufficiently pa
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Jia, Shanshan. "The evolutionary game analysis of the decision-making behavior of live streaming stakeholders under the value co-creation." PLOS ONE 18, no. 9 (2023): e0291453. http://dx.doi.org/10.1371/journal.pone.0291453.

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Integrity-linked issues have become increasingly serious and attracted considerable attention regarding the sustainability of live streaming; therefore, live streaming anchors and suppliers have become increasingly concerned about their ongoing marketing. Moreover, streaming platforms are also beginning to focus on sustainable development. Determining how live streaming anchor behavior, supplier behavior, and streaming platform strategic decision affect live streaming is essential for achieving the healthy and sustainable development of live streaming ecosystems. However, the game among live s
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Purnamasari, Eka, and Sefriyanti Sefriyanti. "Pengembangan Literasi Budaya Melalui Permainan Tradisional Congklak Di Era Digital Bagi Anak Usia Dini." Jurnal Ilmiah Potensia 10, no. 1 (2025): 133–40. https://doi.org/10.33369/jip.10.1.133-140.

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This study aims to analyze the traditional game of congklak on cultural literacy and character development of early childhood students in the digital era. The research method uses descriptive qualitative. The subjects of this study were one class B teacher and 20 children aged 5-6 years. Data collection through direct observation, in-depth interviews with teachers, and student participation in congklak game sessions to obtain a holistic picture. Data analysis techniques using Three triangulation techniques, namely source triangulation, technique triangulation, and time triangulation, were used
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Susilo, Hariadi, Emma Marsella, and Muhammad Ali Pawiro. "Local Wisdom and Cultural Value of Traditional Cooking Game Performed by Students in Simalungun Regency, Indonesia." International Journal of Research and Review 12, no. 1 (2025): 345–50. https://doi.org/10.52403/ijrr.20250143.

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Local wisdom refers to the wisdom or knowledge of a community coming from the noble value of cultural traditions to regulate the order of people's lives. Traditional cooking game containing certain cultural values has the function of training and doing things that are important later in the community lives. This research is qualitative and the data source was taken from primary and secondary data. The primary data was obtained from observations at state elementary school 091666 located in Pasar I Naga Jaya, Bandar Huluan District, Simalungun Regency, North Sumatra, Indonesia. Data analysis fro
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Syahrul Jiwandono, Ilham. "Permainan Tradisional Sebagai Upaya Meningkatkan Karakter Disiplin dan Jujur Mahasiswa Pendidikan Guru Sekolah Dasar." INVENTA 4, no. 1 (2020): 11–19. http://dx.doi.org/10.36456/inventa.4.1.a2137.

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Learning in the 21st century requires teachers to be creative in the learning process. Learning not only focuses on improving students 'cognitive abilities but also shapes students' characters. This study aims to illustrate the use of the game of talik in an effort to shape the character of discipline and honesty of students. The research approach uses a qualitative-descriptive approach by observing and exploring information directly in the field. Data collection using the method of documentation, observation, and structured interviews. Research location at the University of Mataram, Elementar
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Gao, Mengyang, Jun Wang, and Jing Yang. "Research into the Relationship between Personality and Behavior in Video Games, Based on Mining Association Rules." Mathematics 11, no. 3 (2023): 772. http://dx.doi.org/10.3390/math11030772.

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Nowadays, people have started to spend more and more time using the Internet, which has a crucial impact on people’s lives. Individual personality type is often the main factor dictating the various behaviors that people carry out, and it dominates their activities when socializing, communicating, and making choices in the virtual world. This study is dedicated to uncovering how the six dimensions of personality traits relate to players’ in-game behavior. This research is divided into two studies. Study 1 uses the K-means method to classify players in “Clash of Kings”, an online strategy video
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Hilbig, Benjamin E., Pascal J. Kieslich, Felix Henninger, Isabel Thielmann, and Ingo Zettler. "Lead Us (Not) into Temptation: Testing the Motivational Mechanisms Linking Honesty–Humility to Cooperation." European Journal of Personality 32, no. 2 (2018): 116–27. http://dx.doi.org/10.1002/per.2149.

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Over the past decades, there has been considerable interest in individual differences in cooperative behaviour and how these can be explained. Whereas the Honesty–Humility dimension from the HEXACO model of personality has been identified as a consistent predictor of cooperation, the underlying motivational mechanisms of this association have remained unclear—especially given the confound between the temptation to exploit others and the fear of being exploited as motivational drivers of defection in social dilemmas. In a reanalysis and a new experiment, we tease apart these mechanisms by manip
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D’Qrill, Nemo, and Vincent F. Hendricks. "Phorced to phish: benefits of a phishing equilibrium." Review of Behavioral Finance 10, no. 2 (2018): 183–91. http://dx.doi.org/10.1108/rbf-07-2016-0045.

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Purpose A salesman calls up to offer you a “much” better phone plan. Before you know, you have changed to this new plan, which not only exceeds your needs, but also “procures” a six-month free subscription to an online music service. You needed neither and pay more: you have just been “phished” as Akerlof and Shiller would say in their recent book Phishing for Phools. Furthermore, their phishing equilibrium dictates that if your company does not phish others will, so you phish to survive. The purpose of this paper is to present a formal analysis of phishing and phishing equilibria with surpris
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Auwlya, Fhadila. "Literature Study: Happiness Learning in Class Using Media of Game-Based Learning." MANDALIKA : Journal of Social Science 3, no. 1 (2025): 8–12. https://doi.org/10.56566/mandalika.v3i1.178.

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Traditional games are owned by a group of people, in which the game adheres to the norms and customs of the community which are passed down from their ancestors to the next generation. This study aims to describe the role of traditional games as interactive learning media to instill character education in elementary school students. Character education in traditional games contains values ​​of honesty, enthusiasm, courtesy, responsibility, cooperation, discipline, hard work, helping, never giving up, and so on. The methods used in this research are literature study, searching, analyzing, and d
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Sam, Fira Khoiriyah, Pramono Pramono, and Wuri Astuti. "PENERAPAN PERMAINAN ENGKLEK FRUIT SEBAGAI STIMULASI KEMAMPUAN MOTORIK KASAR ANAK USIA DINI." JP2KG AUD (Jurnal Pendidikan, Pengasuhan, Kesehatan dan Gizi Anak Usia Dini) 2, no. 1 (2021): 1–8. http://dx.doi.org/10.26740/jp2kgaud.2021.2.1.1-8.

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This study was carried out aimed at analyzing the application of the traditional fruit crank game as stimulation, gross motor skills of early childhood. This research uses library research, which is a research procedure that studies data collection by collecting data from various documents. The most prominent character education values in the animated series The Adventures of Si Unyil are honesty, respect and courtesy, generous, helpful, confident, creative. By using this traditional game, children's gross motor skills can be trained by helping children to control their bodies and themselves,
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Liu, Bo-Yang, Xin Zhao, Hong-Yi Dai, et al. "The impact of honesty and trickery on a Bayesian quantum prisoners’ dilemma game." Chinese Physics B 29, no. 7 (2020): 070201. http://dx.doi.org/10.1088/1674-1056/ab8c3c.

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Kainz, Viktoria, Céline Bœhm, Sonja Utz, and Torsten Enßlin. "Information and Agreement in the Reputation Game Simulation." Entropy 24, no. 12 (2022): 1768. http://dx.doi.org/10.3390/e24121768.

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Modern communication habits are largely shaped by the extensive use of social media and other online communication platforms. The enormous amount of available data and speed with which new information arises, however, often suffices to cause misunderstandings, false conclusions, or otherwise disturbed opinion formation processes. To investigate some of these effects we use an agent-based model on gossip and reputation dynamics with 50 agents, including Bayesian knowledge updates under bounded rationality and up to the second-order theory of mind effects. Thereby, we observe the occurrence of r
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Olsen, Asmus Leth, Frederik Hjorth, Nikolaj Harmon, and Sebastian Barfort. "Behavioral Dishonesty in the Public Sector." Journal of Public Administration Research and Theory 29, no. 4 (2018): 572–90. http://dx.doi.org/10.1093/jopart/muy058.

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Abstract We investigate the usefulness of the dice game paradigm to public administration as a standardized way of measuring (dis)honesty among individuals, groups, and societies. Measures of dishonesty are key for the field’s progress in understanding individual, organizational, and societal differences in unethical behavior and corruption. We first describe the dice game paradigm and its advantages and then discuss a range of considerations for how to implement it. Next, we highlight the potential of the dice game paradigm across two diverse studies: prospective public employees in Denmark (
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Maulana, Demi Ade, Sugiyanto, and Slamet Riyadi. "Traditional Games as Tourism Sports and Characteristics of Sports Culture in Sumbawa Indonesia." International Journal of Social Sciences and Humanities Invention 8, no. 10 (2021): 6640–48. http://dx.doi.org/10.18535/ijsshi/v8i10.05.

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This study aims to find out traditional games as tourism sports and characteristics of sport culture in sumbawa indonesia. This type of research is a qualitative research with a phenomenological approach. The informant retrieval technique uses the Snowball Sampling technique. Data collection techniques using observation, interviews, and document analysis. The data validity technique used triangulation technique. Data analysis was carried out in four stages, namely: the data collection stage, the data reduction stage, the data presentation stage, and the conclusion drawing stage. From the resul
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Salahudin, Salahudin, Anita Nurgufriani, and Muhammad Muhammad. "Fostering Exemplary Character Through Physical Activities in Physical Education Learning." Champions: Education Journal of Sport, Health, and Recreation 2, no. 3 (2024): 66–71. https://doi.org/10.59923/champions.v2i3.275.

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Physical Education (PE) is an integral component of the educational curriculum that serves not only to enhance students' health and physical fitness but also to cultivate exemplary character traits. Qualities such as discipline, teamwork, responsibility, sportsmanship, and honesty can be fostered through well-designed physical activities. This study aims to analyze the implementation of physical activities in PE learning as a medium for character development. The method employed is qualitative with a descriptive approach. Data were collected through interviews, observations, and document analy
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Szalewska, Katarzyna. "„Guilty pleasure” Doroty Masłowskiej i Krzysztofa Vargi — o grach komunikacyjnych (z) popkulturą." Literatura i Kultura Popularna 26 (September 17, 2021): 417–30. http://dx.doi.org/10.19195/0867-7441.26.28.

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The article is an analysis of two collections of feuilleton — Jak przejąć kontrolę nad światem, nie wychodząc z domu by Dorota Masłowska and Polska mistrzem Polski by Krzysztof Varga. The key to the analyses presented in the article is the phenomenon of guilty pleasure and shameful pleasure, which is the element that most closely connects the cited authors — choosing the subject of the feuilleton with full awareness of the implications of this cultural choice — and their readers drawn into the game between ‘guilt’ and ‘innocence’, ‘snobbery’ and ‘honesty’. This game is based on oscillating bet
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Gultom, Syamsul, Baharuddin ., Dina Ampera, Dewi Endriani, Ismail Jahidin, and Samsidar Tanjung. "Traditional Games in Cultural Literacy to Build the Character of Elementary School Students during the COVID-19 Pandemic." NeuroQuantology 20, no. 5 (2022): 704–12. http://dx.doi.org/10.14704/nq.2022.20.5.nq22226.

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Formal educational institutions are responsible for the character education of students as the next generation of the nation, for which students need to be prepared for education as early as possible to have character, as in traditional games. Along with the times, traditional children's games have shifted with modern games, namely virtual world games with advanced technology. The 21st St skills early learning framework supports the integration of skills (critical thinking, collaboration, communication, creativity, technology literacy, and socio-emotional. Traditional games have many benefits
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Susilawati, Indria, and Nur Moh Kusuma Atmaja. "MODEL PEMBELAJARAN PENDIDIKAN JASMANI MELALUI PERMAINAN SIRKUIT UNTUK PEMBENTUKAN KARAKTER SISWA SEKOLAH KELAS ATAS." Jurnal Pendidikan Jasmani Kesehatan dan Rekreasi (Penjaskesrek) 10, no. 1 (2023): 38–46. http://dx.doi.org/10.46368/jpjkr.v10i1.987.

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Abstract: This study aims to produce a physical education learning model through circuit games for character building for elementary school students, especially the upper class, which is integrated with the character values of cooperation, responsibility and honesty. This development research was carried out by adapting the following development research steps: (1) collecting information in the field and analyzing the information that has been collected, (2) developing the initial product (model draft), (3) expert validation and revision, ( 4) small-scale field trials and revisions, (5) large-
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Sukoyo, Joko, Endang Kurniati, and Esti Sudi Utami. "Engklek Game and Its Benefits for Early Children’s Development." International Journal of Early Childhood Special Education 13, no. 1 (2021): 20–27. http://dx.doi.org/10.9756/int-jecse/v13i1.211003.

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This research aims to describe the engklek game and its benefits for early children's development. The applied research method is a qualitative methodology with human data and non-human data sources. The data was collected by the interview, observation, and document analysis. Meanwhile, the data analysis was done by using Mile and Huberman interactive analysis model through data reduction, display, and conclusion. The findings showed that the engklek game developed in Boyolali municipality had two types of the engklek game. They are an airplane engklek and a mountain engklek. The game could be
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Asyari, Akhmad, and Kadri. "Nilai-Nilai Sosial di Balik “Konflik dan Kekerasan”." JURNAL PENELITIAN KEISLAMAN 18, no. 2 (2022): 101–14. http://dx.doi.org/10.20414/jpk.v18i2.6112.

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This study focuses to express the good social values of Sasak in two traditions that look strongly and conflict namely the tradition of mbait abducting female bride and the playing game peresean performed by striking and fending each other in the Sasak culture. The results of this qualitative study indicate that the mbait tradition which contains conflict elements which is the values of independence, seriousness, struggle, and responsibility shown by a bridegroom. The mbait tradition is followed by other customary processions such as besejati which indicate communication and reconciliation eff
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