Game Theory Analysis of Education Flashcards

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Vocabulary flashcards based on a Game Theory lecture analyzing stakeholder motivations, societal superstructure, and educational systems.

Last updated 6:40 AM on 9/1/26
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15 Terms

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Literacy

The ability to read and write, enabling individuals to absorb and convey information to function in society.

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Core Competencies

Essential life skills identified in the lecture, including critical thinking, cooperation, collaboration, and communication.

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Lifelong Learning

A continuous state of self-directed learning and genuine interest in gaining knowledge, necessitated by changes in the world every 5 years.

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Zero-Sum Game

A competitive dynamic in school where students believe that for them to get ahead, they must defeat or disadvantage their classmates.

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Shenzhen Middle School

The school in South China where the speaker was hired in 2008 to build a national study-abroad program.

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Coffee House

An activity established at Shenzhen Middle School in 2008 where students ran a business as waiters to learn collaboration, finance, and entrepreneurship.

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Daily Newspaper

An activity set up at Shenzhen Middle School where students gathered information, wrote, edited, published, and delivered papers by 7 AM every day.

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Stakeholders

The players in game theory—such as students, parents, teachers, administrators, governments, and colleges—whose interests and motivations drive their actions.

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Superstructure

The macro picture of a society, including its demographics, economy, politics, and religion, which determines how societies develop and how player motivations are formed.

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Energy

A metric of societal development defined as being motivated, driven, attentive, focused, and willing to work hard.

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Openness

A metric of societal development characterized by a willingness to learn, grow, admit mistakes, and correct them together.

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Cohesion

A metric of societal development where individuals view themselves as part of a community and desire the shared growth of that community.

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Individualization

A state that replaces cohesion as a society declines, where people focus exclusively on their own family's success in a competitive zero-sum environment.

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Convergence Point

The area where the motivations, rules, and interests of different players in game theory overlap to define the game they actually play.

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Ostracization

The act of being exiled or removed as a player from a group, which individuals fear most and seek to avoid by adhering to social games and norms.