In his ignite talk „The Digital Transformation of Education: A Hyper-Disruptive Era through Blockchain and Generative AI,“ Dr. Alexander Pfeiffer delves into the intricate challenges and potential benefits associated with integrating blockchain technologies and generative AI into the educational landscape. He scrutinizes consensus algorithms and explores sustainable methods of operating blockchain systems, while also examining how smart contracts and transactions can be tailored to meet the specific needs of the educational sector. Alexander underscores the importance of establishing secure digital identities and ensuring robust data protection, while simultaneously casting a critical eye on potential risks and vulnerabilities. The topic of digital identities, facilitated through tokenization, forms a bridge between storing data using blockchain-based databases and the increasingly urgent need for content verification of AI-generated material.
Alexander explores the profound alterations occurring in teaching methodologies, assignment creation, and evaluation processes, shedding light on the hyper-disruptive impact these changes are having on both research and practical applications in education. The production of textual content by educators and students is analyzed with a focus on ensuring clear traceability of content sources and editors, and its proper citation, a critical aspect in the responsible use of AI. In addition to generative text and graphics, AI plays a crucial role in future learning and assignment practices, particularly through adaptive game-based learning and assessment. Alexander will provide a brief glimpse into his game „Gallery-Defender,“ a prototype demonstrating how AI and blockchain can be effectively implemented in serious gaming scenarios.
Furthermore, he emphasizes the imperative for ongoing education and professional development for educational personnel, advocating for a proactive stance in addressing the (legal) challenges associated with AI-generated images and text. This ignite talk aims to provide a balanced and critically reflective perspective on hyper-disruptive technologies, setting the stage for further discourse and exploration in the subsequent discussion.
34. “As we understand it, blockchain is simply the description of a
particular way of storing data in a database. The term is also
very general, so there is no such thing as "the blockchain".”
41. “From a 2023 perspective, an NFT (Non-Fungible
Token) is a blockchain token that has a unique token
ID of the specific blockchain on which it was created.
In the token properties, the IPFS CID of the media file
- or some other recognizable form of identification of
the associated and non-manipulable original of the
media - should be included in the token properties in
an unencrypted and unalterable form. Which can be
(but was said for a decade not to do so) the
blockchain itself.”
2023, the use of ordinals has become a new idea for
storing data (like art) directly on blockchain, a practice
that was once considered a no-go in previous years
and needs further investigation for the educational
sector.
104. a painting of a cabin in the snow, a painting, inspired by Robert Walker Macbeth, pixabay
contest winner, full moon background, skill ability art, streaming on twitch, drip painting,
sitting alone at a bar, bob ross style, squared border, black canvas, monkey island, ( ( ( in a
dark, on a farm
113. Bank AI:
Hi! I‘m the virtual Agent of „the bank“. To get started, simply as me a question.
I am still learning, so if I can‘t help you, I‘ll direct you to additional resources.
Client „Herbert“:
I got scammed.
Bank AI:
Wow! Great!
180. GPT4 review of your own paper
:
Reviewer 1:
Overall, the paper presents a well-researched overview of the literature on lootboxes and their impact on players, particularly in the context of EA's FIFA Ultimate Team. The introduction of the player type model is a
valuable contribution to the field, as it provides a foundation for future research on the varying experiences of players engaging with lootboxes. The following comments and suggestions are intended to help improve the
paper:
The literature review provides a thorough examination of the psychological, financial, and broader contextual aspects of lootboxes, as well as the challenges for regulation and responsible consumption. However, it would
be helpful to include a brief summary of the main points of each cited study to provide the reader with a clearer understanding of their findings and contributions.
The player type model is a novel and useful tool for analyzing players' experiences with lootboxes in FUT. However, the model could be expanded to include other popular games featuring lootboxes, as this would increase
its generalizability and relevance to the broader gaming community.
In the discussion section, it would be helpful to elaborate on the potential implications of the player type model for the gaming industry and policymakers. For example, how can game developers use this information to
design more ethical and responsible monetization strategies? How can policymakers use this information to develop more effective regulations and educational initiatives?
Finally, please consider revising the paper's title to more accurately reflect the content and focus of the paper. The current title, "The Freedom of Choice: A Preliminary Analysis of Lootboxes in EA FIFA Ultimate Team and
the Introduction of a Player Type," does not clearly convey the paper's main objective, which is to examine the impact of lootboxes on players' experiences and lay the groundwork for future research.
Reviewer 2:
This paper offers a comprehensive literature review on the game mechanics of lootboxes, focusing on their impact in EA's FIFA Ultimate Team. The introduction of a player type model is a valuable contribution that can
serve as a basis for future research in this area. While the paper is well-written and well-researched, there are a few areas that could be improved:
The paper could benefit from a more concise and focused introduction. The current introduction spans several paragraphs and covers a wide range of topics. A more focused introduction would help set the stage for the
literature review and the introduction of the player type model.
The literature review is thorough, but it would be beneficial to provide a more in-depth analysis of the various studies cited. In particular, discussing the methodologies and limitations of the cited studies would strengthen
the paper's argument.
The player type model is an interesting contribution, but it would be helpful to provide more information on how this model was developed. Were the categories derived from existing literature, or were they based on the
authors' own observations and experiences? Providing more context for the development of the model would strengthen its credibility.
The paper's title could be improved to more accurately reflect the content of the paper. The current title suggests a focus on the freedom of choice, but the paper primarily discusses the impact of lootboxes on player
experiences. A more appropriate title might be "The Impact of Lootboxes on Player Experiences: A Literature Review and Player Type Model."