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KooBits (stylised as KooBits with capitalised K and B) designs and builds digital products for children and educators. KooBits was founded in 2016 by current CEO Stanley, with Professor Sam Ge Shuzhi and Dr Chen Xiangdong. [1] The trio saw an opportunity in the rapid growth of the ebook industry and decided to focus on creating software for ...
January 2020) (Learn how and when to remove this template message) E-book software is software that allows the creation, editing, display, conversion and/or publishing of e-books . E-book software is available for many platforms in both paid, proprietary as well as free, open source form.
Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. [3] As of 2021, approximately 150 million users use ...
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Thyrsa Frazier Svager (1930–1999), degrees from Antioch College, Ohio State University (PhD). Argelia Velez-Rodriguez (b. 1936 in Cuba), degrees from Marianao Institute, University of Havana (PhD). Grace Alele Williams (1932–2022), degrees from University of Ibadan, University of Chicago (PhD, education).
The Kenbak-1, released in early 1971, is considered by the Computer History Museum to be the world's first personal computer. It was designed and invented by John Blankenbaker of Kenbak Corporation in 1970, and was first sold in early 1971. Unlike a modern personal computer, the Kenbak-1 was built of small-scale integrated circuits, and did not ...
Lucia Chamberlain (1882–1978) was an American novelist. Her 1909 book was the basis of the 1916 film The Other Side of the Door, and her 1917 short story "The Underside" formed the basis of the 1920 film Blackmail. The 1916 film The Wedding Guest is also based on her writing.
SuperData Research estimated the global video game market grew by 12% in 2020 to a total $139.9 billion in revenues. Mobile games accounted for over $73.8 billion or 58% of the market, with computer games at $33.1 billion and console games at $19.7 billion.