\BOOKMARK [1][-]{section.1}{1 From CfP}{} \BOOKMARK [1][-]{section.2}{2 Redirect paper to Crowdsourcing}{} \BOOKMARK [1][-]{section.3}{3 Fuzziness}{} \BOOKMARK [1][-]{section.4}{4 Our thesis}{} \BOOKMARK [1][-]{section.5}{5 Positive Terminology Approach to SCG}{} \BOOKMARK [1][-]{section.6}{6 Negation}{} \BOOKMARK [1][-]{section.7}{7 The SCG Design Pattern with Applications}{} \BOOKMARK [2][-]{subsection.7.1}{7.1 Application to Optimization Labs}{section.7} \BOOKMARK [3][-]{subsubsection.7.1.1}{7.1.1 Blame and Payoff Table}{subsection.7.1} \BOOKMARK [2][-]{subsection.7.2}{7.2 Application to Agreement with two Refutation Games}{section.7} \BOOKMARK [3][-]{subsubsection.7.2.1}{7.2.1 Blame and Payoff Table}{subsection.7.2} \BOOKMARK [2][-]{subsection.7.3}{7.3 Application to Perfect Labs}{section.7} \BOOKMARK [3][-]{subsubsection.7.3.1}{7.3.1 Blame and Payoff Table}{subsection.7.3} \BOOKMARK [1][-]{section.8}{8 Less competitive Payoff for learning}{} \BOOKMARK [1][-]{section.9}{9 Game history}{} \BOOKMARK [1][-]{section.10}{10 Measure learning}{} \BOOKMARK [2][-]{subsection.10.1}{10.1 Student Assessment with SCG}{section.10} \BOOKMARK [3][-]{subsubsection.10.1.1}{10.1.1 A perfect master teacher is available}{subsection.10.1} \BOOKMARK [3][-]{subsubsection.10.1.2}{10.1.2 No perfect master teacher}{subsection.10.1} \BOOKMARK [2][-]{subsection.10.2}{10.2 Learning Science and SCG}{section.10} \BOOKMARK [1][-]{section.11}{11 Small Labs}{} \BOOKMARK [1][-]{section.12}{12 Labs with Perfect Avatars}{} \BOOKMARK [1][-]{section.13}{13 Interesting Payoff Functions}{} \BOOKMARK [1][-]{section.14}{14 Problem Solving}{} \BOOKMARK [2][-]{subsection.14.1}{14.1 Convergence}{section.14} \BOOKMARK [2][-]{subsection.14.2}{14.2 Indeterminate Claims}{section.14} \BOOKMARK [1][-]{section.15}{15 Accidental Defenses}{} \BOOKMARK [2][-]{subsection.15.1}{15.1 Avoidable Accidental Defenses}{section.15} \BOOKMARK [2][-]{subsection.15.2}{15.2 Skill-related Accidental Defenses}{section.15} \BOOKMARK [1][-]{section.16}{16 Problem Solving Courses}{} \BOOKMARK [1][-]{section.17}{17 RULES FOR REPUTATION COMPUTATION}{} \BOOKMARK [1][-]{section.18}{18 Example}{} \BOOKMARK [1][-]{section.19}{19 Related Work}{} \BOOKMARK [2][-]{subsection.19.1}{19.1 ToDo}{section.19} \BOOKMARK [2][-]{subsection.19.2}{19.2 Crowd Sourcing and Human Computation}{section.19} \BOOKMARK [2][-]{subsection.19.3}{19.3 Logic and Imperfect Information Games}{section.19} \BOOKMARK [2][-]{subsection.19.4}{19.4 Foundations of Digital Games}{section.19} \BOOKMARK [2][-]{subsection.19.5}{19.5 Architecting Socio-Technical Ecosystems}{section.19} \BOOKMARK [2][-]{subsection.19.6}{19.6 Online Judges}{section.19} \BOOKMARK [2][-]{subsection.19.7}{19.7 Educational Games}{section.19} \BOOKMARK [2][-]{subsection.19.8}{19.8 Formal Sciences and Karl Popper}{section.19} \BOOKMARK [2][-]{subsection.19.9}{19.9 Scientific Method in CS}{section.19} \BOOKMARK [2][-]{subsection.19.10}{19.10 Games and Learning}{section.19} \BOOKMARK [2][-]{subsection.19.11}{19.11 CSP-based Game Design}{section.19} \BOOKMARK [2][-]{subsection.19.12}{19.12 Origins of SCG}{section.19} \BOOKMARK [1][-]{section.20}{20 Future Work}{} \BOOKMARK [1][-]{section.21}{21 Summary and Conclusions}{} \BOOKMARK [1][-]{section.22}{22 References}{}