Visual Basic 2019 Handbook

Download Visual Basic 2019 Handbook PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Visual Basic 2019 Handbook book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages.
PROGRAMMING IN C# 10 - Basic Techniques

Do you want to learn the basic techniques for programming in C# 10 and gain enough knowledge to start creating your own applications? Do you want to know how .NET 6.0, the compiler, Garbage Collector and Visual Studio 2022 work? Do you want to start laying the foundation for your new profession in software development? Or do you simply need to pass college exams in computer science or computer engineering and need an easy-to-read and effective text to understand object-oriented programming? This is the book for you! This guide, however, is also useful as a reference manual to keep close to the workstation, for the already experienced developer who needs to consult it from time to time.
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.