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Describes and analyses the corollaries of declining fertility in Southern India to discover how familial and gender relations are affected by the new situation of women giving birth only to 2-3 children.
Revised papers originally presented at the Brown University Conference on Anthropological Demography, Nov 3-5, 1994.
The publication seeks to establish how information professionals are providing information services in in a sustainable society in an era of information disorder. It also provides the strategic direction to strengthen the global voice of libraries, inspiring and enhancing professional practice as well as enhancing international cooperation and collaboration among LIS educators and practitioners. The contents is divided according to the following key sub-themes that resonate with the title as outlined below: Library and information services in the information age Data and records in an era of information disorder Archives, data curation and preservation in the digital era Data science, analyt...
Tibetan Transitions uses the dual lenses of anthropology and demography to analyze population regulating mechanisms in traditional Tibetan societies, and to link recent fertility transitions with family systems, economic strategies, gender equity, and family planning ideologies.
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Each issue includes a classified section on the organization of the Dept.
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
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