Games Accounting Teachers Play

Games Accounting Teachers Play

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  • Author: Joy Tavano
  • Publisher:
  • ISBN: 9780977461127
  • Category : Accounting
  • Languages : en
  • Pages : 112

Games Accounting Teachers Play includes a fantastic collection of creative games, activities, and strategies that will add a new dimension to the way you teach accounting. From debits and credits and T-accounts to journalizing entries and the accounting equation, this book will spark new energy and spirit in your accounting classroom. The activities have been carefully selected to offer students a variety of methods in which to learn accounting. From beach balls to doughnuts, your students will be more engaged in the hands-on learning environment this book will help you create in your classroom.


Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment

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  • Author: Harold F. O'Neil
  • Publisher: Routledge
  • ISBN: 1317814665
  • Category : Computers
  • Languages : en
  • Pages : 357

Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.


Business Education (UBEA) Forum

Business Education (UBEA) Forum

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  • Author:
  • Publisher:
  • ISBN:
  • Category : Business education
  • Languages : en
  • Pages : 474


Global Perspectives on Gameful and Playful Teaching and Learning

Global Perspectives on Gameful and Playful Teaching and Learning

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  • Author: Farber, Matthew
  • Publisher: IGI Global
  • ISBN: 1799820173
  • Category : Education
  • Languages : en
  • Pages : 330

In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.


Machines that Learn to Play Games

Machines that Learn to Play Games

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  • Author: Johannes Fürnkranz
  • Publisher: Nova Publishers
  • ISBN: 9781590330210
  • Category : Computers
  • Languages : en
  • Pages : 318

The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.


Games and Simulations in Online Learning: Research and Development Frameworks

Games and Simulations in Online Learning: Research and Development Frameworks

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  • Author: Gibson, David
  • Publisher: IGI Global
  • ISBN: 1599043068
  • Category : Education
  • Languages : en
  • Pages : 420

"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.


Games Girls Play

Games Girls Play

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  • Author: Carolyn M. Cunningham
  • Publisher: Lexington Books
  • ISBN: 1498554571
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 191

Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.


Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games

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  • Author: Robert Houghton
  • Publisher: Walter de Gruyter GmbH & Co KG
  • ISBN: 3110712113
  • Category : History
  • Languages : en
  • Pages : 230

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.


Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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  • Author: Lane, Carol-Ann
  • Publisher: IGI Global
  • ISBN: 1799872734
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 958

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.


Entertainment Computing and Serious Games

Entertainment Computing and Serious Games

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  • Author: Ralf Dörner
  • Publisher: Springer
  • ISBN: 3319461524
  • Category : Computers
  • Languages : en
  • Pages : 549

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.