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Technology, Innovation, Entrepreneurship and Education

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Cover of 'Technology, Innovation, Entrepreneurship and Education'

Table of Contents

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    Book Overview
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    Chapter 1 Reading to Level Up: Gamifying Reading Fluency
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    Chapter 2 Rethinking the Design of Hotspots in Children’s Digital Picturebooks: Insights from an Exploratory Study
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    Chapter 3 Children’s Tinkering Activity with Collapse Informatics: The Internalization of Environmental Consciousness
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    Chapter 4 “Play and Learn”: Exploring CodeCubes
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    Chapter 5 Question & Answering Interface to Improve the Students’ Experience in an E-learning Course with a Virtual Tutor
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    Chapter 6 Exploring the Use of Augmented Reality Concepts to Enhance the TV Viewer Experience
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    Chapter 7 Design Experiments in Nonrepresentational VR and Symmetric Texture Generation in Real-Time
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    Chapter 8 Didactic Toy for Children with Special Needs
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    Chapter 9 Digitally-Mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study
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    Chapter 10 European Video Game Development and Disability: Reflections on Data, Rights, Decisions and Assistance
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    Chapter 11 From Big Data Communities to Enterprising Villagers
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    Chapter 12 Visual Quotes and Physical Activity Tracking: Can Aesthetic Pleasure Motivate Our Short-term Exercise Motivation?
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    Chapter 13 Raising the Odds of Success for Innovative Product by Experimentation and Utilizing Input of Future User
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