animated 发表于 2025-3-26 21:33:31
https://doi.org/10.1007/978-981-10-3752-8counterfeit; imitation; product quality; modern Asian history; information asymmetry; intra-Asian trade; echondromalacia 发表于 2025-3-27 03:55:33
Kazuko Furuta,Linda GroveIs the first book in the economic history of Asia to focus on the ways in which deterioration of the quality of goods was countered and the quality of the markets maintained.Provides rich historical cRespond 发表于 2025-3-27 07:20:21
Studies in Economic Historyhttp://image.papertrans.cn/i/image/461877.jpgCommentary 发表于 2025-3-27 12:38:16
s the past market and its evolution, right up to the present day. In addition to appealing to practical astronomers - and potentially saving them money - it is useful both as a historical reference and as a detailed review of the current market place for this bustling astronomical consumer product.运动性 发表于 2025-3-27 14:45:38
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Kazuko Furuta,Toshiaki Ushijimair uses and specialist techniques.Features a basic guide to .As a casual read through any of the major amateur astronomical magazines will demonstrate, there are filters available for all aspects of optical astronomy. This book provides a ready resource on the use of the following filters, among oth解开 发表于 2025-3-28 00:16:18
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Chikashi Takahashi “game.” You will find almost as many definitions of “game” as there are authors writing about it. There are some common elements though, and this chapter uses those to define what we mean by “game.” In order to make effective use of games in the classroom we need to be able to choose appropriate ga吹牛者 发表于 2025-3-28 09:26:13
Kensuke Hiraiourses, and has provided a wide variety of practical ideas for how to use them in our classrooms, along with some examples. It is silly to imply that this is all you need do to ensure the games you choose are going to be perfect for you needs, or that using these templates will ensure that all of yohazard 发表于 2025-3-28 14:25:24
Robert Hellyer “game.” You will find almost as many definitions of “game” as there are authors writing about it. There are some common elements though, and this chapter uses those to define what we mean by “game.” In order to make effective use of games in the classroom we need to be able to choose appropriate ga