<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-20T19:45:01Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/91416" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/91416</identifier><datestamp>2022-01-18T17:13:19Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Pattie Maes.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Xia, Cassandra</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Department of Architecture. Program in Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2014-11-04T21:35:09Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2014-11-04T21:35:09Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2014</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2014</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/91416</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">893607430</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">50</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Title as it appears in MIT commencement exercises program, June 6, 2014: Probability playground: a set of games for statical intuition Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 48-50).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Probability and statistics is perhaps the area of mathematics education most directly applicable to everyday life. Yet, the methodologies traditionally used to cover these topics in school render the material formal and difficult to apply. In this thesis, I describe a game design that develops probabilistic concepts in real-life situations. Psychologists have coined the term cognitive bias for instances in which the intuition of the average person disagrees with the formal mathematical analysis of the problem. This thesis examines if a one-hour game-based intervention can enact a change in the intuitive mental models people have for reasoning about probability and uncertainty in real-life. Two cognitive biases were selected for treatment: overconfidence effect and base rate neglect. These two biases represent instances of miscalibrated subjective probabilities and Bayesian inference, respectively. Results of user tests suggest that it is possible to alter probabilistic intuitions, but that attention to the transitions from the current mental constructs must be carefully designed. Prototyping results suggest how some elements of game design may naturally lend themselves to deep learning objectives and heuristics.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Cassandra Xia.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.M.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">55 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Architecture. Program in Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">A game-based intervention for the reduction of statistical cognitive biases</dim:field>
   <dim:field mdschema="dc" element="title" qualifier="alternative" lang="en_US">Probability playground : a set of games for statical intuition</dim:field>
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   	&lt;Title>A game-based intervention for the reduction of statistical cognitive biases&lt;/Title>
   	&lt;Subtitle>Probability playground : a set of games for statical intuition&lt;/Subtitle>
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   	&lt;PublicationDate>2014&lt;/PublicationDate>
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    &lt;Keyword>Architecture. Program in Media Arts and Sciences.&lt;/Keyword>
   	&lt;Abstract>Probability and statistics is perhaps the area of mathematics education most directly applicable to everyday life. Yet, the methodologies traditionally used to cover these topics in school render the material formal and difficult to apply. In this thesis, I describe a game design that develops probabilistic concepts in real-life situations. Psychologists have coined the term cognitive bias for instances in which the intuition of the average person disagrees with the formal mathematical analysis of the problem. This thesis examines if a one-hour game-based intervention can enact a change in the intuitive mental models people have for reasoning about probability and uncertainty in real-life. Two cognitive biases were selected for treatment: overconfidence effect and base rate neglect. These two biases represent instances of miscalibrated subjective probabilities and Bayesian inference, respectively. Results of user tests suggest that it is possible to alter probabilistic intuitions, but that attention to the transitions from the current mental constructs must be carefully designed. Prototyping results suggest how some elements of game design may naturally lend themselves to deep learning objectives and heuristics.&lt;/Abstract>
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