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The Art of the Probable: Literature and Probability
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CC BY-NC-SA
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"The Art of the Probable" addresses the history of scientific ideas, in particular the emergence and development of mathematical probability. But it is neither meant to be a history of the exact sciences per se nor an annex to, say, the Course 6 curriculum in probability and statistics. Rather, our objective is to focus on the formal, thematic, and rhetorical features that imaginative literature shares with texts in the history of probability. These shared issues include (but are not limited to): the attempt to quantify or otherwise explain the presence of chance, risk, and contingency in everyday life; the deduction of causes for phenomena that are knowable only in their effects; and, above all, the question of what it means to think and act rationally in an uncertain world.
Our course therefore aims to broaden students' appreciation for and understanding of how literature interacts with – both reflecting upon and contributing to – the scientific understanding of the world. We are just as centrally committed to encouraging students to regard imaginative literature as a unique contribution to knowledge in its own right, and to see literary works of art as objects that demand and richly repay close critical analysis. It is our hope that the course will serve students well if they elect to pursue further work in Literature or other discipline in SHASS, and also enrich or complement their understanding of probability and statistics in other scientific and engineering subjects they elect to take.

Subject:
Arts and Humanities
English Language Arts
History
Literature
Mathematics
Reading Literature
Statistics and Probability
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Jackson, Noel
Kibel, Alvin
Raman, Shankar
Date Added:
02/01/2008
Game Design
Conditional Remix & Share Permitted
CC BY-NC-SA
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This course provides practical instruction in the design and analysis of non-digital games. Students cover the texts, tools, references and historical context to analyze and compare game designs across a variety of genres, including sports, game shows, games of chance, card games, schoolyard games, board games, and role–playing games. In teams, students design, develop, and thoroughly test their original games to understand the interaction and evolution of game rules. Students taking the graduate version complete additional assignments.

Subject:
Arts and Humanities
Graphic Arts
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Begy, Jason
Tan, Philip
Date Added:
09/01/2010
Game Design
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
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An historical examination and analysis of the evolution and development of games and game mechanics. Topics include a large breadth of genres and types of games, including sports, game shows, games of chance, schoolyard games, board games, roleplaying games, and digital games. Students submit essays documenting research and analysis of a variety of traditional and eclectic games. Project teams required to design, develop, and thoroughly test their original games.

Subject:
Arts and Humanities
Graphic Arts
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Fernandez-Vara, Clara
Juul, Jesper
Rusch, Doris
Tan, Philip
Date Added:
02/01/2008
Hacker's Four-Zergen Game
Read the Fine Print
Educational Use
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In this video segment from Cyberchase, the CyberSquad determines the fairness of a game in which there are three shapes distributed equally on nine squares.

Subject:
Mathematics
Material Type:
Lecture
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
U.S. Department of Education
WNET
Date Added:
07/24/2008
Rock, Paper, Scissors Probability!
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Educational Use
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Students learn about probability through a LEGO® MINDSTORMS® NTX-based activity that simulates a game of "rock-paper-scissors." The LEGO robot mimics the outcome of random game scenarios in order to help students gain a better understanding of events that follow real-life random phenomenon, such as bridge failures, weather forecasts and automobile accidents. Students learn to connect keywords such as certainty, probable, unlikely and impossibility to real-world engineering applications.

Subject:
Applied Science
Engineering
Mathematics
Technology
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Akim Faisal
Janet Yowell
Date Added:
09/18/2014
When Does 50-50 Become 50-50?
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Educational Use
Rating
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In this video segment from Cyberchase, Bianca goes on a quest to find out if a coin toss really is a 50-50 proposition.

Subject:
Mathematics
Material Type:
Lecture
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
U.S. Department of Education
WNET
Date Added:
09/12/2008