P Nagy
Biographic Data
| ID | 13247 |
|---|---|
| NAME | P Nagy |
| GIVEN NAMES | P |
| FAMILY NAME | Nagy |
| SIGNATURE | NAGY P |
| AFFILIATIONS | Arizona State University |
| ORCID | 0000-0003-0713-9403 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
My Grades Are not as Good as a Scientist: Understanding Middle School Students’ Perceptions of Science and Scientists Through Science Possible Selves and Interests
In this paper, we present findings from an exploratory qualitative study that investigated perceptions of science and scientists, which can shape how learners participate in narrative-based socioscientific digital media and hands-on activities. We examine how middle school learners conceptualize science and scientists’ roles through their possible selves and the way in which they express their interests. We present findings of interviews with mid…
The Chimera, the Robot Artist, and the Cardboard Hand: Exploring Socioscientific Issues Through Frankenstein-Themed Hands-On Activities Among Middle Schoolers
The quasi-domestication of social chatbots: The case of Replika
In this paper, we turn to the domestication theory to study what strategies users develop to appropriate social chatbots – dynamic algorithmic tools mimicking human interactions via large language models and scripted dialogue content. As an example, we use the case of Replika, a popular but controversial social chatbot designed to serve as companions, friends, and even romantic partners for millions of people. In 2023, Replika underwent a series …
Conjuring algorithms: Understanding the tech industry as stage magicians
In this article, we introduce the term “conjuration of algorithms” to describe how the tech industry uses the language of magic to shape people’s perceptions of algorithms. We use the image of the magician as a metaphor for how the tech industry strategically deploys narrative devices to present their algorithms. After presenting a brief history of the Western European and North American understanding of stage magic, we apply three principles of …
Who Benefits from Creative Mindsets: The Effects of Domain‐Specific Knowledge on the Relationships Between Creative Mindsets and Creative Performance in the Context of ESL / EAL Writing
In the past decade, creativity researchers have attempted to explore how creative fixed and growth mindsets shape creative outcomes and effort. Previous studies found a strong association between creative mindsets and self‐perceptions. However, research on the relationship between creative mindsets and performance led to mixed results. In an attempt to explain these confusing findings, many advocated the idea that creative mindsets may influence …
Exploring Responsible Research and Innovation in Museums Through Hands‐on Activities
Responsible research and innovation (RRI) is a framework for thinking about the implications of science, technology, engineering, and math (STEM) discoveries and innovations and shaping them in a way that is responsible to people, future generations, and the natural environment. In this paper, we present a project that engages museum visitors in learning about RRI through hands‐on activities inspired by Mary Shelley's Frankenstein story, characte…
Using Frankenstein-themed science activities for science ethics education: An exploratory study
In order to help students become scientifically literate citizens, science education should allow them to gain a more concrete understanding of the potential social and ethical impacts of scientific and technological change. Using Mary Shelley’s Frankenstein as an imaginative tool, we designed simple hands-on activities and a digital narrative game experience for middle school students, to open up new ways for students to think and talk about eth…
Increasing learners' self‐efficacy beliefs and curiosity through a Frankenstein‐themed transmedia storytelling experience
Using Mary Shelley's Frankenstein as inspiration, this paper presents a Frankenstein‐themed transmedia storytelling experience, which encompasses simple hands‐on activities and an online narrative experience that allows students to model scientific work and engage in various science activities. The study aimed to test whether students can develop higher science and creative self‐efficacy beliefs, and a stronger science curiosity, by engaging in t…
Time hacking: How technologies mediate time
Technologies change users’ existing social, cultural, and material practices by providing new opportunities for reflecting on and managing their lives. As technological advancements pervade our private and professional lives, users are tempted to see them as ‘magic bullets’ that can help them become more organized and efficient. In this paper, we introduce the term ‘time hacking’ to capture the various ways technologies mediate users’ time percep…
How to transfer a coupon-based event into a hedonic shopping experience? Retail branding implications based on the glamour shopping days
The paper examines the motivational drivers behind the participation of Hungarian consumers on a special shopping event, also known as Glamour Days. The study encompasses a variety of related conceptualizations such as hedonic/utilitarian shopping values, self-gifting as well as impulsive buying practices. After the introduction of relevant consumer behaviour concepts and theoretical frameworks, the paper presents a qualitative research on adult …
Europe-specific percentile reference values for anthropometric body composition indices in children of the Idefics study
Conjuring algorithms: Understanding the tech industry as stage magicians
In this article, we introduce the term “conjuration of algorithms” to describe how the tech industry uses the language of magic to shape people’s perceptions of algorithms. We use the image of the magician as a metaphor for how the tech industry strategically deploys narrative devices to present their algorithms. After presenting a brief history of the Western European and North American understanding of stage magic, we apply three principles of …
Europe-specific percentile reference values for anthropometric body composition indices in children of the Idefics study
How to transfer a coupon-based event into a hedonic shopping experience? Retail branding implications based on the glamour shopping days
The paper examines the motivational drivers behind the participation of Hungarian consumers on a special shopping event, also known as Glamour Days. The study encompasses a variety of related conceptualizations such as hedonic/utilitarian shopping values, self-gifting as well as impulsive buying practices. After the introduction of relevant consumer behaviour concepts and theoretical frameworks, the paper presents a qualitative research on adult …
Time hacking: How technologies mediate time
Technologies change users’ existing social, cultural, and material practices by providing new opportunities for reflecting on and managing their lives. As technological advancements pervade our private and professional lives, users are tempted to see them as ‘magic bullets’ that can help them become more organized and efficient. In this paper, we introduce the term ‘time hacking’ to capture the various ways technologies mediate users’ time percep…
Using Frankenstein-themed science activities for science ethics education: An exploratory study
In order to help students become scientifically literate citizens, science education should allow them to gain a more concrete understanding of the potential social and ethical impacts of scientific and technological change. Using Mary Shelley’s Frankenstein as an imaginative tool, we designed simple hands-on activities and a digital narrative game experience for middle school students, to open up new ways for students to think and talk about eth…
Increasing learners' self‐efficacy beliefs and curiosity through a Frankenstein‐themed transmedia storytelling experience
Using Mary Shelley's Frankenstein as inspiration, this paper presents a Frankenstein‐themed transmedia storytelling experience, which encompasses simple hands‐on activities and an online narrative experience that allows students to model scientific work and engage in various science activities. The study aimed to test whether students can develop higher science and creative self‐efficacy beliefs, and a stronger science curiosity, by engaging in t…
Who Benefits from Creative Mindsets: The Effects of Domain‐Specific Knowledge on the Relationships Between Creative Mindsets and Creative Performance in the Context of ESL / EAL Writing
In the past decade, creativity researchers have attempted to explore how creative fixed and growth mindsets shape creative outcomes and effort. Previous studies found a strong association between creative mindsets and self‐perceptions. However, research on the relationship between creative mindsets and performance led to mixed results. In an attempt to explain these confusing findings, many advocated the idea that creative mindsets may influence …
Exploring Responsible Research and Innovation in Museums Through Hands‐on Activities
Responsible research and innovation (RRI) is a framework for thinking about the implications of science, technology, engineering, and math (STEM) discoveries and innovations and shaping them in a way that is responsible to people, future generations, and the natural environment. In this paper, we present a project that engages museum visitors in learning about RRI through hands‐on activities inspired by Mary Shelley's Frankenstein story, characte…
Conjuring algorithms: Understanding the tech industry as stage magicians
In this article, we introduce the term “conjuration of algorithms” to describe how the tech industry uses the language of magic to shape people’s perceptions of algorithms. We use the image of the magician as a metaphor for how the tech industry strategically deploys narrative devices to present their algorithms. After presenting a brief history of the Western European and North American understanding of stage magic, we apply three principles of …
My Grades Are not as Good as a Scientist: Understanding Middle School Students’ Perceptions of Science and Scientists Through Science Possible Selves and Interests
In this paper, we present findings from an exploratory qualitative study that investigated perceptions of science and scientists, which can shape how learners participate in narrative-based socioscientific digital media and hands-on activities. We examine how middle school learners conceptualize science and scientists’ roles through their possible selves and the way in which they express their interests. We present findings of interviews with mid…
The Chimera, the Robot Artist, and the Cardboard Hand: Exploring Socioscientific Issues Through Frankenstein-Themed Hands-On Activities Among Middle Schoolers
The quasi-domestication of social chatbots: The case of Replika
In this paper, we turn to the domestication theory to study what strategies users develop to appropriate social chatbots – dynamic algorithmic tools mimicking human interactions via large language models and scripted dialogue content. As an example, we use the case of Replika, a popular but controversial social chatbot designed to serve as companions, friends, and even romantic partners for millions of people. In 2023, Replika underwent a series …
Psychology (7 works) · Computer Science (6 works) · Pedagogy (5 works) · Engineering (4 works) · Engineering ethics (4 works) · Sociology (4 works) · Mathematics education (3 works) · Narrative (3 works) · Perception (3 works) · Social Psychology (3 works)