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Mobile Learning and Higher Education provides case studies of mobile learning in higher education settings to showcase how devices can transform learning at the undergraduate and graduate levels.
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This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of... Læs mere
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Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present and possible future of affection play in games.
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As technology evolves we are ever more reliant on the use of handheld and mobile devices, yet what do we know about their impact on learning? While there is a lot of interest in mobile technology, many schools still aren’t sure how to best use it for learning and teaching.
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Game-Guru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program.
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Examining internet culture in the People’s Republic of China, Taiwan, Hong Kong, and the US, this book analyses videos which entertain both English and Chinese-speaking viewers to gain a better understanding of cultural similarities and differences.
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This book explains how computers communicate, what the Internet is, how the Internet works, and what... Læs mere
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This book is presents academic and practical research in IoT and big data. With contributions from both practitioners and academic researchers, the book examines new technology and compares it to existing technology. Experimental case studies are related to real-time scenarios.
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John Mathiason tells the story of the internet governance, where the linkage between technology, information, individuals, old regulatory... Læs mere