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.


The Games Teachers Play:Activities and Resources for KS3 to PGCHE

The Games Teachers Play:Activities and Resources for KS3 to PGCHE

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  • Author: Joanna Smithies
  • Publisher: Lulu.com
  • ISBN: 1326488635
  • Category : Education
  • Languages : en
  • Pages : 186

A collection of activities and resources ranging from low to high level learning for the busy teacher. From simple starter and plenary activities to complex group strategies to add the 'wow factor' to any classroom or workshop.


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.


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.


The Joy of Accounting

The Joy of Accounting

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  • Author: Peter Frampton
  • Publisher:
  • ISBN: 9781735312910
  • Category : Business & Economics
  • Languages : en
  • Pages : 294

Discover a new, graphical way to conquer accounting. HOW THIS BOOK IS DIFFERENT AND DELIVERS RESULTS The Joy of Accounting uses a revolutionary method of teaching that universities and businesses are raving about. "...has the advantage of showing how accounting works visually. ...I believe that it is of value to anyone who is interested in understanding how accounting works (from high school students to undergrads to MBAs to business executives)." - Paul Healy, James R. Williston Professor of Business Administration, Harvard Business School The Joy of Accounting is different. It uses a diagram that shows accounting on a single page. The game-changing Color Accounting BaSIS Framework makes learning as simple as pointing a finger. The book is easy to read and fun, yet deeply rigorous. IS IT REALLY REVOLUTIONARY? Yes, the Color Accounting BaSIS Framework(TM) does for accounting what the mouse did for computers. When Apple introduced the Macintosh computer everyone could suddenly use one. The Joy of Accounting system makes accounting literacy available to anyone. INCLUDES - An idiot-proof step-by-step sequence to follow - Over 150 full-color diagrams - Working capital, cash flow, liquidity, leverage, efficiency metrics, receivables management and depreciation. BENEFITS OF THIS APPROACH - Confidently read balance sheets and income statements - Take control of your profitability, cash flow and growth - Budget effectively - Revisit previous accounting studies for deeper understanding WHO IS THIS BOOK FOR? - Managers wanting to take control of their business - High school, home school and university students - School teachers and university lecturers looking for new ways of explaining - Sales people wanting to pitch more successfully by using financial drivers


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.


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.


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.