Intermediate Accounting with Coach CD-ROM, PowerWeb: Financial Accounting, Alternate Exercises & Problems, and Net Tutor
Average customer rating: 4 out of 5 stars
  • Very heavy
  • Clear and detailed book
Intermediate Accounting with Coach CD-ROM, PowerWeb: Financial Accounting, Alternate Exercises & Problems, and Net Tutor
J. David Spiceland , James Sepe , and Lawrence A. Tomassini
Manufacturer: McGraw-Hill/Irwin
ProductGroup: Book
Binding: Hardcover

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ASIN: 0072836865

Customer Reviews:

4 out of 5 stars Very heavy.......2005-09-10

This book is easy to read and navigate, but it seriously weighs a ton. It must be close to 7lbs.

4 out of 5 stars Clear and detailed book.......2004-07-14

Design:
Well-designed with appropriate section headings. There are also short notes by the side of the pages, emphasizing the important points. Colored boxes were used to show illustrations and applications of real issues.

Content:
This book is based on the U.S. accounting standards. It is very factual, detailed and clear in explanations. There are also well-illustrated examples to enhance students' understanding of the concepts. Issues covered include classifications of items in the financial statements and measuring the items accurately. Ethical concerns are also addressed in the classification and measurement.

For who:
Definitely a good book for students seeking understanding of the concepts behind U.S. accounting standards. As the title suggests, students should have prior knowledge of accounting like basic bookkeeping and double-entry rules. However, given the changing business environment and recent accounting scandals, students should also visit the SEC websites and read the news for better understanding and keeping up-to-date with accounting standards.
Alternate Problems, Volume 1, Chapters 1-14 for use with Financial & Managerial Accounting: A Basis for Business Decisions
Average customer rating: Not rated
    Alternate Problems, Volume 1, Chapters 1-14 for use with Financial & Managerial Accounting: A Basis for Business Decisions
    Jan Williams , Sue Haka , Mark S Bettner , and Robert Meigs
    Manufacturer: McGraw-Hill/Irwin
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Business & Investing | Subjects | Books
    FinancialFinancial | Accounting | Industries & Professions | Business & Investing | Subjects | Books
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    ASIN: 0072503181
    Alternate Problems, Volume 2, Chapters 15-25 for use with Financial & Managerial Accounting: A Basis for Business Decisions
    Average customer rating: Not rated
      Alternate Problems, Volume 2, Chapters 15-25 for use with Financial & Managerial Accounting: A Basis for Business Decisions
      Jan Williams , Sue Haka , Mark S Bettner , and Robert Meigs
      Manufacturer: McGraw-Hill/Irwin
      ProductGroup: Book
      Binding: Paperback

      GeneralGeneral | Business & Investing | Subjects | Books
      FinancialFinancial | Accounting | Industries & Professions | Business & Investing | Subjects | Books
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      ASIN: 007250319X
      Ben & Jerry's update: To accompany Porter/Norton Financial accounting, the impact on decision makers, and, alternate edition Financial accounting, the impact on decision makers
      Average customer rating: Not rated
        Ben & Jerry's update: To accompany Porter/Norton Financial accounting, the impact on decision makers, and, alternate edition Financial accounting, the impact on decision makers
        Shirley Glass
        Manufacturer: Dryden Press
        ProductGroup: Book
        Binding: Unknown Binding

        GeneralGeneral | Accounting | Accounting & Finance | Professional & Technical | Subjects | Books
        ASIN: 0030191092
        Financial Accounting Alternate
        Average customer rating: Not rated
          Financial Accounting Alternate
          Gary A. Porter
          Manufacturer: Harcourt Brace College Publishers
          ProductGroup: Book
          Binding: Paperback

          GeneralGeneral | Business & Investing | Subjects | Books
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          ASIN: 0030213398
          Financial Accounting: Impact on Decision Makers, Alternate Edition, hc, 1996
          Average customer rating: Not rated
            Financial Accounting: Impact on Decision Makers, Alternate Edition, hc, 1996
            Porter/Norton
            Manufacturer: Dryden
            ProductGroup: Book
            Binding: Hardcover
            ASIN: B000LSNXZA
            Financial Accounting: The Impact on Decision Makers : Alternate Edition
            Average customer rating: 3 out of 5 stars
            • Get the new edition, not the 9th edition
            • Great for graduate study
            • A Good Introductory Text
            • Accounting for dummies (ahem, I mean Lawyers)
            • You're going to get confuse!!!!!!!!!!!!!
            Financial Accounting: The Impact on Decision Makers : Alternate Edition
            Gary A. Porter
            Manufacturer: Harcourt College Pub
            ProductGroup: Book
            Binding: Paperback

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            ASIN: 0030182093

            Book Description

            The first edition of Porter/Norton was the most successful new entry into the financial accounting market in twenty years. This third edition holds true to the original vision of teaching the subject from both the preparer and user perspective, but with a revision focused on greater accessibility to the variety of students taught. Two annual reports (Gateway and Ben JerryÆs) and an annual update program with price stability guarantee highlight the third edition package.

            Customer Reviews:

            5 out of 5 stars Get the new edition, not the 9th edition.......2002-09-18

            I am the co-author of this book. the 10th edition is now out. If you are a student, you'll want that. If you're trying to learn on your own, you'll find this 9th edition adequate and much cheaper. good luck. roman

            5 out of 5 stars Great for graduate study.......2002-08-22

            Many people get this book wrong. This is a book for graduate students, not for undergraduates. It introduces the concepts of financial accounting in a condensed way, which does require more time and patient to understand it, like the way we study in MBA program. Since this book assumes its reader as future statement readers, it introduces finanical statements, including balance sheet, income statement, and cash flow statement,in the first few chapters to let student understand the linkage among them. It is usually very difficult to understand for those without background, though. Plus, given the fact that this book is required by most of top MBA programs, like Chicago, Columbia, and NYU, I'd like to say that accounting professors have told us the quality of this book. For those who have a hard time on this, I would also recommend its accompanied study guide and solution manuals (used one available on amazon website ISBN 0030269695& ASIN: 0030182697; make sure get the right edition!!). After all, this is a good book, but requires more practices. Good luck.

            4 out of 5 stars A Good Introductory Text.......2001-12-30

            I'd never had any accounting courses before. This textbook was required for my financial accounting course in an MBA program. The book does a good job of logically explaining all the important topics. Unfortunately, it takes a Herculean effort to sit down and study the material due to the dry subject matter.

            The authors did a good job of using examples from real firms, which, I think, makes it more interesting. I've decided to keep this book after the course for a reference.

            1 out of 5 stars Accounting for dummies (ahem, I mean Lawyers).......2001-10-16

            I am a 2nd year law student in the top 10% of my class at a first tier law school (meaning, I'm capable of reading and comprehending dense material). I took an accounting class thinking it would be helpful knowledge in the practice of law. My professor - fantastic. This text book - awful. The only reason I was able to (hopefully) get a good grade (the exam was last week) was that the professor was so good at explaining the concepts he felt were important. The book was confusing and overly verbose (coming from a wordsmith & soon to be lawyer, that statement should be given much weight!!) There were many exercises, but truth be told it was the professor's explanations that allowed me to do the exercises, NOT the book's.

            1 out of 5 stars You're going to get confuse!!!!!!!!!!!!!.......2001-06-15

            Firstly,I really want to rate this book zero star or minus star.I've bought this book because I used it in my MBA course .This book made me hate Accounting too.I strongly agree with rewiewer " this book made me hate accounting" .After I've read this book for many times I found it very wordy I can summarise the concept in one line whereas the books try to explain too much (2-3 pages)and also irrelavant.Eventhough the authur uses a lot of explanations, but can not be understood.IT is very vital to you to keep your money for the movie, put in the bank ,or doing whatever except buying this book.Anyway this book has a lot of exercises( Not so extremely bad)
            Financial Accounting: The Impact on Decision Makers : Alternate Edition
            Average customer rating: Not rated
              Financial Accounting: The Impact on Decision Makers : Alternate Edition
              Curtis L. Norton Gary A. Porter
              Manufacturer: Harcourt College Pub
              ProductGroup: Book
              Binding: Paperback
              ASIN: B000O94MMY
              Financial Accounting: The Impact on Decision Makers : Alternate Second Edition/Ben & Jerry's 1996 Annual Report
              Average customer rating: 3 out of 5 stars
              • Excellent book
              • Amazon review system mixing two books?
              • This is a great book
              • Excellent Foundational Book
              • Where's my book?
              Financial Accounting: The Impact on Decision Makers : Alternate Second Edition/Ben & Jerry's 1996 Annual Report
              Gary A. Porter , and Curtis L. Norton
              Manufacturer: Dryden Press
              ProductGroup: Book
              Binding: Hardcover

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              ASIN: 003022053X

              Book Description

              The market leader, Brigham/Houston continues to grow in reputation as the most effective approach for student learning in the first undergraduate corporate finance course. It is also updated to reflect the latest in theory, research, real-world examples, and the use of technology. The seamless, integrated ancillary package - done by the authors - is a hallmark of this package that makes course preparation easier for instructors and the subject more accessible for students.

              Customer Reviews:

              5 out of 5 stars Excellent book.......2005-08-03

              One of the best books in finance. It's very clear and couldn't be simpler. This book is an excellent choice for students who are beginning to learn finance. I highly recommend it. All the books of these authors are great.

              3 out of 5 stars Amazon review system mixing two books?.......2004-10-27

              From what I can tell, the Amazon review system seems to be mixing at least three books:

              1) Fundamental Financial Management, 8th Edition (Study Guide) Authors: Brigham and Houston.
              ISBN:003024434X

              2)Financial Accounting: An Introduction to Concepts, Methods and Authors: Stickney and Weil
              ISBN:0030259622

              3) Financial Accounting: The Impact on Decision Makers
              Authors: Porter and Norton
              ISBN:0030270995

              Note that some of the reviews refer to Brigham as the author and some to Stickney and Weil.

              5 out of 5 stars This is a great book.......2003-06-16

              I am currently enrolled in the CFA program (Level II candidate), and this book was used for my first corporate finance class. I must say that I was a bit turned off at first by the amount of colorful pictures and charts the Brigham book contained under the assumption that the more staid the book was, the less gimmicks it had and the better it was (like the Brealey-Myers book). However, I was repeatedly struck by how conscise Brighams' explanations and examples were. The book not only had exhaustive coverage, but it was very well-written. The vignettes at the beginning of each of the chapter really shows a good application of the chapter's lesson in the real world.

              When ever I come across a question concerning finance, I almost always reach for the Brigham and Houston book first--it's that good.

              5 out of 5 stars Excellent Foundational Book.......2003-01-06

              This book is taught in an excellent format for understanding the foundational and fundamental concepts of finance. The authors did an outstanding job with how this text is organized. It's also very simple in the explanation of concepts. Some finance books are written as if they were disssertations. This book brings the concepts down to the common man. I highly recommend this book for anyone who is looking to start graduate study in finance.

              1 out of 5 stars Where's my book?.......2002-09-14

              It has been 29 days since I ordered my textbook, it has never arrived, and the seller will not respond to my e-mails...very poor service!
              Financial Accounting: The Impact on Decision Makers Alternate Second Edition/Ben & Jerry's 1996 Annual Report
              Average customer rating: Not rated
                Financial Accounting: The Impact on Decision Makers Alternate Second Edition/Ben & Jerry's 1996 Annual Report
                Gary A.; Norton, Curtis L. Porter
                Manufacturer: Dryden Pr
                ProductGroup: Book
                Binding: Hardcover
                ASIN: B000NY3KLY

                Digital Game-Based Learning
                Average customer rating: 4 out of 5 stars
                • A Must Read for all educators
                • An important book but it with severe flaws
                • A book that, attempting to be about digital games and their learning value, is about neither.
                • Interesting overview but bland critques spoil the effect
                • Digital version not well done
                Digital Game-Based Learning
                Marc Prensky
                Manufacturer: Paragon House Publishers
                ProductGroup: Book
                Binding: Paperback

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                4. How Computer Games Help Children Learn How Computer Games Help Children Learn
                5. Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning

                ASIN: 1557788634

                Book Description

                Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

                Download Description

                "The time has come for Digital Game-Based learning. Thanks to the Internet, video games, and increasingly accessible cutting-edge technology, new learning styles have emerged. The Nintendo and MTV generation process information more rapidly than ever before, prefer graphics to text, and work on several fronts at once, making them champion multi-taskers. As a result, today's new work force is eager for new challenges. But so far, the traditional mainstream business world has done very little to accommodate them, particularly apparent in the realm of training sessions. The question arises: How do you train today's bright young business people for the rules of corporate life in ways that will effectively tap their learning potential--and won't put them to sleep? Written by former vice president of Human Resources at Bankers Trust and present founder, CEO, and Creative Director the groundbreaking games2train.com Web site, this timely and innovative book defines digital game-based learning, explains it advantages and benefits far into the future, where it can be used­­and how."

                Customer Reviews:

                5 out of 5 stars A Must Read for all educators.......2007-05-19

                This book opened my eyes to the new requirements for the New/Next generation to be engaged and connected to learning. It contains great practical reference material too.

                3 out of 5 stars An important book but it with severe flaws.......2006-07-23

                Prensky's book had a great impact and have many good things in it, but one become annoyed by the lack of documentation, hype and comlete ignorance of much previous research. The subjectivity gives it a spark but in the (too) long book it becomes too much, getting in the way of solid arguments and evidence.

                1 out of 5 stars A book that, attempting to be about digital games and their learning value, is about neither........2005-12-05

                When I first got this book, I was hoping to find a much needed argument in favor of the learning and educational benefits of games. Instead I found a lackluster series of marketing-like evangelisms that have neither valid science nor learning theory to back them up. By using a sales-pitch approach in an attempt to convince the reader, this book can do more damage than good to the field of educational videogame design and research. If one really wants to find out about what games have to tell us about learning, I would recommend Jim Gee's What Video Games Have to Teach Us About Learning and Literacy book instead.

                4 out of 5 stars Interesting overview but bland critques spoil the effect.......2004-01-14

                This is a very timely book in my opinion. Prensky gives a reasonable overview of trends in games and several likely future developments. Copious lists of heuristics and tips are offered to the reader. Almost all the case studies have at least one useful insight - however many case studies drag on too long and are in need of substantial editing. Moreover, at least 50% of the case studies relate to corporate programmes which are not accessible to the general public - or the research community.

                Prensky's writing style is intensely personal and his judgements are often based on subjective assesments. Worst of all, he turns over large sections of the book to game designers that uncritically trumpet their products. There is still something of value here, once you read between the lines.

                In summation I found the reviews of trends and products useful. His explanation for what keeps a game's audience and market together (content) resonates with my own experiences. The book fell down by being mistitled. It is not about game based learning but about games and the opportunities for game based learning. Do no expect to build a 'learning' game from what is here - just not academic enough. The book has little if any information on existing game engines and how they might accommodate learning initiatives which is a major shortcoming. Secondly, many of the major points in the book flow from anecdotes and opinions. It is hard to assess their worth, but experience can be a better teacher on occasions than a library. Thirdly, the book plugs Prensky's own work fairly relentlessly. Good for him but it creates an imbalance in the presentation.

                Overall, I found much in the book that was interesting and useful to know. If the opinion pieces were supported by more complete referencing it would be an excellent text.

                3 out of 5 stars Digital version not well done.......2004-01-08

                Always enjoyed the hardcoved edition (5 stars). Recently downloaded the Adobe Acrobat version and found it lacking the functions to efficiently read it on a mobile device with Acrobat Reader for Palm Devices. Publisher failed to tag the file to allow jumps from the Table of Contents to the referenced page. The pagination is also 18 pages off. I would not recommend the digital version if there are plans to read it with a mobile device.
                E-Learning Games: Interactive Strategies for Digital Delivery (Neteffect Series)
                Average customer rating: 3 out of 5 stars
                • a photocopy?
                • Very creative
                • A new online teacher
                • Excellent book for online teachers
                • What games???
                E-Learning Games: Interactive Strategies for Digital Delivery (Neteffect Series)
                Kathleen M. Iverson
                Manufacturer: Prentice Hall
                ProductGroup: Book
                Binding: Paperback

                Human Resources & Personnel ManagementHuman Resources & Personnel Management | Industries & Professions | Business & Investing | Subjects | Books
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                ASIN: 0130979430

                Book Description

                Based on principles of constructivism and grounded in instructional design theory, this book contains games, simulation exercises, experiential activities, and other active learning approaches that will guide users as they create courseware that is engaging and interactive. It contains openers, closers, practice exercises, simulations, peer learning activities, and idea generators that will engage e-learners from their first click—and keep them returning again and again, A valuable resource to training professionals seeking to deliver workplace learning in an efficient and effective manner.

                Customer Reviews:

                1 out of 5 stars a photocopy?.......2007-03-14

                I couldn't even read it! This book came to me off of the photocopy machine.. with half the pages missing and the rest were very poor quality.

                Very disappointing for a $50 book. It will be returned.

                5 out of 5 stars Very creative.......2005-10-11

                There are many interesting ideas within this book that will help those teaching online courses that include forums. It's not another technology book, but looks at ways to get people communicating online. I like the design template and found it helpful.

                4 out of 5 stars A new online teacher.......2005-09-06

                I am a new online teacher and found this book to be a good resource. I like the template and the way it is divided into openners, closers, review exercises, and even peer learning. I have used several of the ideas in the book and they have worked well. I just wish there were more examples, but the content is well researched.

                5 out of 5 stars Excellent book for online teachers.......2005-09-06

                This is an excellent book and very helpful if you are designing online learning without lots of bells and whistles. I liked that it was based on theory and had lots of creative ideas for making e learning both fun and educational. It's not a gamer book, so maybe the title is a bit misleading, but if you are looking to bring some of the interactivity you might experience in the classroom to the web, this is a useful resource.

                1 out of 5 stars What games???.......2005-04-14

                I have been creating interactive media including e-learning for over 12 years, been a Professor of interactive media and e-learning design for over 8 years, and am currently seeking a PhD in E-Learning. This book is not worth the money. The information in it is only representational of the typical online instruction with message board usage. There are no interactive gaming examples or information for creating e-learning games. The title is extremely misleading.

                The same information at a cheaper price with an easier read and better examples can be found in "Engaging the Online Learner: Activities and Resources for Creative Instruction" by Conrad and Donaldson.
                Technologies for E-Learning and Digital Entertainment: First International  Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings (Lecture Notes in Computer Science)
                Average customer rating: Not rated
                  Technologies for E-Learning and Digital Entertainment: First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings (Lecture Notes in Computer Science)

                  Manufacturer: Springer
                  ProductGroup: Book
                  Binding: Paperback

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                  ASIN: 3540334238

                  Book Description

                  This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006.

                  The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches were carefully reviewed and selected from a total of 467 submissions. The papers cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, mobile learning, education and remote classrooms, effectiveness of VR for education, life long learning, collaborative environments, remote group simulations, collaborative learning, virtual reality in education, game design and development, game engine development, game AI and artificial life, game physics, game rendering, virtual characters/agents, online/mobile game/video game, storytelling and game narrative, affective interaction in games, digital museum, digital heritage, animation techniques, augmented reality, and mixed reality.

                  Agent-based analysis of technological diversification and specialization in electricity markets [An article from: European Journal of Operational Research]
                  Average customer rating: Not rated
                    Agent-based analysis of technological diversification and specialization in electricity markets [An article from: European Journal of Operational Research]
                    D.W. Bunn , and F.S. Oliveira
                    Manufacturer: Elsevier
                    ProductGroup: Book
                    Binding: Digital

                    Device DriversDevice Drivers | APIs & Operating Environments | Programming | Computers & Internet | Subjects | Books
                    ElsevierElsevier | By Publisher | e-Docs | Formats | Books
                    ASIN: B000PDYSM8

                    Book Description

                    This digital document is a journal article from European Journal of Operational Research, published by Elsevier in 2007. The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.

                    Description:
                    This paper develops a model-based analysis of technological market structure evolution in electricity markets. This is done through the development of a power plant trading game that, via computational learning, simulates how players coordinate their behaviour in buying and selling power generation assets. In particular, we look at the question of how market performance depends upon the different technological types of plant owned by the generators, and whether, through the strategic adaptation of their power plant portfolios, there is a tendency for the market to evolve into concentrations of specialized or diversified companies.
                    Belief-based equilibrium [An article from: Games and Economic Behavior]
                    Average customer rating: Not rated
                      Belief-based equilibrium [An article from: Games and Economic Behavior]
                      A. Sandroni , and R. Smorodinsky
                      Manufacturer: Elsevier
                      ProductGroup: Book
                      Binding: Digital

                      ElsevierElsevier | By Publisher | e-Docs | Formats | Books
                      ASIN: B000RQZH46

                      Book Description

                      This digital document is a journal article from Games and Economic Behavior, published by Elsevier in 2004. The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.

                      Description:
                      We introduce a new solution concept for short-sighted players engaging in a repeated interaction: a Belief-based equilibrium (BBE). In a BBE, players optimize myopically given their beliefs which are not necessarily correct, but are not contradicted by the data. We show that, if the stage game has a unique correlated equilibrium then the play of a BBE resembles a Nash equilibrium play. However, a BBE may not be a Nash equilibrium. In particular, in a BBE players may play deterministically when the only Nash equilibrium is in mixed strategies.
                      Content creation challenges and flow experience in educational games: The IT-Emperor case [An article from: The Internet and Higher Education]
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                        Content creation challenges and flow experience in educational games: The IT-Emperor case [An article from: The Internet and Higher Education]
                        K. Kiili
                        Manufacturer: Elsevier
                        ProductGroup: Book
                        Binding: Digital

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                        ElsevierElsevier | By Publisher | e-Docs | Formats | Books
                        ASIN: B000RR7U40

                        Book Description

                        This digital document is a journal article from The Internet and Higher Education, published by Elsevier in . The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.

                        Description:
                        Students increasingly demand more constructive online courses that not only provide information but also facilitate studying experiences. Educational games offer a viable strategy to this end. In this paper, the experiences of university students (n=18) playing an educational game, IT-Emperor, which was designed to facilitate flow experience, are studied through questionnaires and interviews. The main purpose of this paper is to study the usefulness of content creation challenges included in IT-Emperor and factors that have an influence on flow experience. Results indicate that half of the participants experienced flow while playing IT-Emperor. This finding is significant because flow tends to have a positive impact on learning. Content creation was reported as the main activity causing flow; bad usability and low gamefulness were cited as obstacles of flow experience. However, because of the small sample size of this study, more research on the topic is recommended.
                        Designing educational experiences using ubiquitous technology [An article from: Computers in Human Behavior]
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                          Designing educational experiences using ubiquitous technology [An article from: Computers in Human Behavior]
                          R. Joiner , J. Nethercott , R. Hull , and J. Reid
                          Manufacturer: Elsevier
                          ProductGroup: Book
                          Binding: Digital

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                          GeneralGeneral | Nonfiction | HTML | Formats | e-Docs | Formats | Books
                          ElsevierElsevier | By Publisher | e-Docs | Formats | Books
                          ASIN: B000RR63HA

                          Book Description

                          This digital document is a journal article from Computers in Human Behavior, published by Elsevier in . The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.

                          Description:
                          The aim of the study was to explore the design of situated educational and compelling experiences using SoundScape technology - which is a ubiquitous technology. Two experiences were designed: one that had a goal and the other that did not. Twenty six children then explored both experiences. The children found that the SoundScape with a goal was more interesting and were more likely to want to have another go than the non-goal version. They also made more positive comments concerning the goal version. Mentioning the presence of a goal as important factor in determining why they liked the game. More negative comments were made concerning the non-goal version and the children mentioned the lack of a goal as negative aspect of the non-goal version. One improvement they suggested for the non-goal version was to add a goal and to include more sensory stimulation. They overwhelmingly preferred the goal version compared to the non-goal version and when asked by far the most popular reason was the presence of a goal.
                          Digital game-based learning: Towards an experiential gaming model [An article from: The Internet and Higher Education]
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                            Digital game-based learning: Towards an experiential gaming model [An article from: The Internet and Higher Education]
                            K. Kiili
                            Manufacturer: Elsevier
                            ProductGroup: Book
                            Binding: Digital

                            Internet & EducationInternet & Education | Internet | Home Computing | Computers & Internet | Subjects | Books
                            ElsevierElsevier | By Publisher | e-Docs | Formats | Books
                            ASIN: B000RR7TZK

                            Book Description

                            This digital document is a journal article from The Internet and Higher Education, published by Elsevier in . The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.

                            Description:
                            Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game design is presented. The model stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level. The flow theory is used as a framework to facilitate positive user experience in order to maximize the impact of educational games. Especially, the factors that contribute to flow experience are discussed. The experiential gaming model can be used to design and analyse educational computer games. However, the model works only as a link between educational theory and game design and does not provide the means to a whole game design project.
                            Emotion-based learning on a simplified card game: The Iowa and Bangor Gambling Tasks [An article from: Brain and Cognition]
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                              Emotion-based learning on a simplified card game: The Iowa and Bangor Gambling Tasks [An article from: Brain and Cognition]
                              C.H. Bowman , and O.H. Turnbull
                              Manufacturer: Elsevier
                              ProductGroup: Book
                              Binding: Digital

                              ElsevierElsevier | By Publisher | e-Docs | Formats | Books
                              ASIN: B000RR0LSM

                              Book Description

                              This digital document is a journal article from Brain and Cognition, published by Elsevier in 2004. The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.

                              Description:
                              The Iowa Gambling Task (IGT) has been widely used in the assessment of neurological patients with frontal lesions. Emphasis has been placed on the complexity of the task (i.e., four decks of varying contingency pattern) with the suggestion that the participant must use emotion-based learning to deal with a complex decision-making process. The present study used a single deck card game (the Bangor Gambling Task, BGT), matched in many respects with the Iowa Gambling Task, in which the contingencies varied over time (gradually becoming worse for the participant) rather than across deck (as in the IGT). Forty participants performed both tasks. Performance on the tasks showed many similarities, with participants showing a comparable pattern of incremental learning on both tasks, reaching an analogous final level of performance. More importantly, there was a high correlation (r^2=.93) in performance between the two tasks, the most salient feature of which was that virtually every participant who fell below Bechara et al.'s (2001) categorisation of impaired IGT performance, also did very poorly on the BGT. These findings bear on the question of whether arguments about the 'complexity' of the Iowa Gambling Task necessarily explain why it appears to require emotion-based learning. The Bangor Gambling Task might also be a useful tool for clinical neuropsychologists, in the assessment of patients with executive dysfunction-given that the task is easier and quicker to administer than the Iowa Gambling Task, but appears to share the same performance features.
                              Game on! Now educators can translate their students' love of video games into the use of a valuable, multifaceted learning tool.(game-based learning) : ... (Technological Horizons In Education)
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                                Game on! Now educators can translate their students' love of video games into the use of a valuable, multifaceted learning tool.(game-based learning) : ... (Technological Horizons In Education)
                                Patricia Deubel
                                Manufacturer: Thomson Gale
                                ProductGroup: Book
                                Binding: Digital

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                                ASIN: B000EQ5QPO
                                Release Date: 2006-02-25

                                Book Description

                                This digital document is an article from T H E Journal (Technological Horizons In Education), published by Thomson Gale on January 1, 2006. The length of the article is 3137 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.

                                Citation Details
                                Title: Game on! Now educators can translate their students' love of video games into the use of a valuable, multifaceted learning tool.(game-based learning)
                                Author: Patricia Deubel
                                Publication: T H E Journal (Technological Horizons In Education) (Magazine/Journal)
                                Date: January 1, 2006
                                Publisher: Thomson Gale
                                Volume: 33 Issue: 6 Page: 30(5)

                                Distributed by Thomson Gale

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