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This book discusses the development of the next generation learning spaces with emerging technologies. These spaces result from the combined needs of classroom stakeholders, such as instructors and learners, with classroom elements, such as tools and technologies,...
‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment,...
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