Kohn's behaviorism is both the same topic as, and unrelated (in its approach) to the Engelstein book I'm using so often latelty, Achievement Relocked.
Kohn reads Skinner as having rendered morality into a game, or a game-like system where good morality is verified by external rewards, even though Kohn knows that Skinner is framing it as the reverse, as an argument that external rewards and punishments are verifying for an individual the goodness or wrongness of actions. This is interesting when comparing it to Skinner Boxes in game design/criticism
I found this as a game-design definition for a Skinner Box on stack exchange: In games, a Skinner Box is any mechanic that uses random chance to increase engagement or spending of players. If you've ever spent hours and hours grinding for a chance at a rare loot drop, if you've ever spent more money than you wanted on loot boxes hoping for a specific reward, or for that matter, spent too much at a casino, then you've fallen into the engagement trap of a Skinner Box.
It was important to find a definition that was as unaware of the academic and scholastic roots of the term as possible, and that same thread had this:
'Modern games often use far more sophisticated "RNG" algorithms than just random probability. There is a saying among game designers: "The generation of random numbers is too important to be left to chance". Fudging RNG results in order to provide the best possible (or most profitable) game experience is a popular tool in the toolkit of every experienced game designer. "number of kills needed for the next loot drop is from 2 to 8" isn't a particularly unusual mechanic nowadays' from user Phillip
Here is the link to the stack article.
Osborne talks about both, and brings up the interesting hoax about whether gravity is real. Of course, it's not written about here in the way I'm used to seeing it, though this definition of radical constructivism is consistent with what I remember: "an attempt to cut loose from the philosophical tradition that knowledge has to be a representation of reality."
The sequitors, about science-war-type struggles to ratify definitions for nature instead of "studying nature" are almost my briar patch, but I should look into them again just to make sure I'm not deluding myself that I already understanfd that position... the 90s were a long time ago. My favorite exponents of that were probably Haraway on Primatology (not on cyborgs, I don't know how well I even understood that). I will go back to Primate Visions and see how some gamification and education stuff could be extrapolated from it.
Here is social constructivism, from Osborne "aspirant members of a culture learn from their tutors... novices are introduced to a community of knowledge through discourse in the context of relevant task”"