GAMIFICATION AND INTERACTIVE PLATFORMS IN TEACHING PHILOSOPHY: DEVELOPING UNIVERSITY STUDENTS' CRITICAL REASONING
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Abstract: The thesis analyses the use of gamification and interactive platforms (Kahoot!, Quizizz, Mentimeter) in philosophy classes not as a means of checking the recall of facts, but as a tool for identifying logical fallacies and weighing arguments. Drawing on D. Kahneman's distinction between System 1 and System 2, the thesis shows the risk that speed-based scoring rewards fast, intuitive thinking at the expense of deliberate reasoning. The author proposes a game format of "fast round – slow round – justification round" that alternates quick reactions with time for reflection and written justification.
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2026-10-22



