The Rating Game: an Empirical Assessment

The Rating Game: an Empirical Assessment
Author: Filippo Curti
Publisher:
Total Pages: 76
Release: 2014
Genre:
ISBN:

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.

The Rating Game

The Rating Game
Author: Twentieth Century Fund. Task Force on Municipal Bond Credit Ratings
Publisher:
Total Pages: 180
Release: 1974
Genre: Municipal bonds
ISBN:

Theoretical Issues of Using Simulations and Games in Educational Assessment

Theoretical Issues of Using Simulations and Games in Educational Assessment
Author: Harold F. O'Neil
Publisher: Routledge
Total Pages: 227
Release: 2021-08-27
Genre: Education
ISBN: 1000427706

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.

Assessing the Quality of Experience of Cloud Gaming Services

Assessing the Quality of Experience of Cloud Gaming Services
Author: Steven Schmidt
Publisher: Springer Nature
Total Pages: 230
Release: 2022-09-07
Genre: Technology & Engineering
ISBN: 3031060113

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.

Game-Based Assessment Revisited

Game-Based Assessment Revisited
Author: Dirk Ifenthaler
Publisher: Springer Nature
Total Pages: 361
Release: 2019-11-05
Genre: Education
ISBN: 3030155692

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.

Assessment in Game-Based Learning

Assessment in Game-Based Learning
Author: Dirk Ifenthaler
Publisher: Springer Science & Business Media
Total Pages: 476
Release: 2012-06-13
Genre: Education
ISBN: 1461435463

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.

HCI in Games

HCI in Games
Author: Xiaowen Fang
Publisher: Springer Nature
Total Pages: 675
Release: 2022-06-16
Genre: Computers
ISBN: 303105637X

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.

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

Proceedings of the 1st AAGBS International Conference on Business Management 2014 (AiCoBM 2014)
Author: Jaafar Pyeman
Publisher: Springer
Total Pages: 633
Release: 2015-07-30
Genre: Business & Economics
ISBN: 9812874267

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.

Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 2250
Release: 2015-03-31
Genre: Computers
ISBN: 1466682019

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.