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Book The Rating Game  an Empirical Assessment

Download or read book The Rating Game an Empirical Assessment written by Filippo Curti and published by . This book was released on 2014 with total page 76 pages. Available in PDF, EPUB and Kindle. Book excerpt: The question of whether ratings agencies convey new information to financial markets when they assign new ratings or change previous ratings has been debated for at least 40 years. In this study I first examine equity market, bond market and CDS market reactions to long and short term rating changes from S & P, Fitch and Moody's. I find that not all the credit rating changes affect the market but only those classified as unanticipated. Subsequently, I study whether the regulatory setting, in which the Credit Ratings Agencies work, can possibly affect the financial markets reactions. Lastly I show that the probability of a future rating change is severely affected by different factors proportional hazard rate models.

Book The Rating Game

    Book Details:
  • Author : Twentieth Century Fund. Task Force on Municipal Bond Credit Ratings
  • Publisher :
  • Release : 1974
  • ISBN :
  • Pages : 180 pages

Download or read book The Rating Game written by Twentieth Century Fund. Task Force on Municipal Bond Credit Ratings and published by . This book was released on 1974 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Theoretical Issues of Using Simulations and Games in Educational Assessment

Download or read book Theoretical Issues of Using Simulations and Games in Educational Assessment written by Harold F. O'Neil and published by Routledge. This book was released on 2021-08-26 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.

Book Assessing the Quality of Experience of Cloud Gaming Services

Download or read book Assessing the Quality of Experience of Cloud Gaming Services written by Steven Schmidt and published by Springer Nature. This book was released on 2022-09-07 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.

Book Game Based Assessment Revisited

Download or read book Game Based Assessment Revisited written by Dirk Ifenthaler and published by Springer Nature. This book was released on 2019-11-05 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Book Assessment in Game Based Learning

Download or read book Assessment in Game Based Learning written by Dirk Ifenthaler and published by Springer Science & Business Media. This book was released on 2012-06-13 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Book Serious Games and Virtual Worlds in Education  Professional Development  and Healthcare

Download or read book Serious Games and Virtual Worlds in Education Professional Development and Healthcare written by Klaus Bredl and published by IGI Global. This book was released on 2013-03-31 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Book Gamification  Concepts  Methodologies  Tools  and Applications

Download or read book Gamification Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Book Proceedings of the 1st AAGBS International Conference on Business Management 2014  AiCoBM 2014

Download or read book Proceedings of the 1st AAGBS International Conference on Business Management 2014 AiCoBM 2014 written by Jaafar Pyeman and published by Springer. This book was released on 2015-07-30 with total page 633 pages. Available in PDF, EPUB and Kindle. Book excerpt: The proceedings of the 1st AAGBS International Conference on Business Management 2014 (AiCoBM 2014), held in Penang, Malaysia, gathers 57 refereed papers. They cover areas relating to various aspects of business management and reflect the conference’s three main themes (management and marketing, economics and finance, and entrepreneurship) and present original papers contributed by researchers, scholars, professionals and postgraduate students. They address a range of disciplines that encompass each of the main themes. Using basic and applied research findings together with case studies they provide valuable information on current research trends in business management, international business, marketing, economics, finance, Islamic finance and economics, and entrepreneurship.

Book HCI in Games

    Book Details:
  • Author : Xiaowen Fang
  • Publisher : Springer Nature
  • Release : 2022-06-16
  • ISBN : 303105637X
  • Pages : 675 pages

Download or read book HCI in Games written by Xiaowen Fang and published by Springer Nature. This book was released on 2022-06-16 with total page 675 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

Book Playing Video Games

Download or read book Playing Video Games written by Peter Vorderer and published by Routledge. This book was released on 2012-10-12 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Book Psychology  Pedagogy  and Assessment in Serious Games

Download or read book Psychology Pedagogy and Assessment in Serious Games written by Connolly, Thomas M. and published by IGI Global. This book was released on 2013-11-30 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--

Book Library and Information Sciences

Download or read book Library and Information Sciences written by Chuanfu Chen and published by Springer. This book was released on 2014-09-30 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the development, trends and research of library and information sciences (LIS) in the digital age. Inside, readers will find research and case studies written by LIS experts, educators and theorists, most of whom have visited China, delivered presentations there and drafted their articles based on feedback they received. As a result, readers will discover the LIS issues and concerns that China and the international community have in common. The book first introduces the opportunities and challenges faced by the library and information literacy profession and discusses the key role of librarians in the future of information literacy education. Next, it covers trends in LIS education by examining the vision of the iSchool movement and detailing its practice in Syracuse University. The book then covers issues in information seeking and retrieval by showing how visual data mining technology can be used to detect the relationship and pattern between terms on the Q&A of a social media site. It also includes a case study regarding tracing information seeking behavior and usage on a multimedia website. Next, the book stresses the importance of building an academic accreditation framework for scientific datasets, explores the relationship between bibliometrics and university rankings, and details the birth and development of East Asian Libraries in North America. Overall, the book offers readers insight into the changing nature of LIS, including the electronic dissemination of information, the impact of the Internet on libraries, the changing responsibilities of library professionals, the new paradigm for evaluating information, and characteristics and functions of today's library personnel.

Book ECGBL2015 9th European Conference on Games Based Learning

Download or read book ECGBL2015 9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Book Evaluating User Experience in Games

Download or read book Evaluating User Experience in Games written by Regina Bernhaupt and published by Springer Science & Business Media. This book was released on 2010-04-12 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

Book Research Handbook on University Rankings

Download or read book Research Handbook on University Rankings written by Hazelkorn, Ellen and published by Edward Elgar Publishing. This book was released on 2021-12-10 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gathering unique and thoughtful contributions from leading international scholars, this timely Research Handbook offers diverse perspectives on university rankings twenty years after the first global rankings emerged. It presents an in-depth analysis that reflects the current state of research on rankings, their influence and impact.

Book Computational Science and Its Applications     ICCSA 2018

Download or read book Computational Science and Its Applications ICCSA 2018 written by Osvaldo Gervasi and published by Springer. This book was released on 2018-07-03 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt: The five volume set LNCS 10960 until 10964 constitutes the refereed proceedings of the 18th International Conference on Computational Science and Its Applications, ICCSA 2018, held in Melbourne, Australia, in July 2018.Apart from the general tracks, ICCSA 2018 also includes 34 international workshops in various areas of computational sciences, ranging from computational science technologies, to specific areas of computational sciences, such as computer graphics and virtual reality.The total of 265 full papers and 10 short papers presented in the 5-volume proceedings set of ICCSA 2018, were carefully reviewed and selected from 892 submissions.