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2.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
4.
In the Sandbox: Individuals and Collectives in Organizational Learning as Sense-Making through Play
by Popova-Nowak, Irina V., Ed.D.  The George Washington University. 2014: 316 pages; 3610791.
5.
Lost and found: Transgender elders' journey toward authenticity. A constructionist grounded theory study
by Riley, Donna Barbara, Ph.D.  State University of New York at Stony Brook. 2015: 230 pages; 10002566.
6.
Ethnocomputing: the Design and Assessment of Culture-Based Learning Software for Math and Computing Education
by Babbitt, William Edgar, Ph.D.  Rensselaer Polytechnic Institute. 2014: 147 pages; 3684064.
10.
Gamification in Introductory Computer Science
by Behnke, Kara Alexandra, Ph.D.  University of Colorado at Boulder. 2015: 331 pages; 3743653.
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12.
A Practitioner Research Study Exploring Critical Literacy in a Secondary English Classroom
by Hushmendy, Dilnavaz F., Ph.D.  State University of New York at Albany. 2018: 185 pages; 10809620.
15.
Technology Enhanced Learning for English Language Learners
by Stevens, Mark, Ph.D.  George Mason University. 2018: 269 pages; 10981068.
19.
Nurturing group learning in a social change organization: Learning in practice
by Kelley, Mark D., Ph.D.  California Institute of Integral Studies. 2011: 282 pages; 3490129.
22.
Education Through the Generations: Engaging Learning
by Smith, Samantha, M.A.  Prescott College. 2016: 99 pages; 10247088.
24.
Learning together: Community and network from the perspective of designers of online learning
by Kaulback, Brenda G., Ph.D.  Fielding Graduate University. 2015: 320 pages; 3719286.
25.
Rethinking Workplace Learning in the Digital World: A Case Study of Open Badges
by Eaglen Bertrando, Sharen Linn, Ed.D.  Pepperdine University. 2017: 181 pages; 10603608.
27.
The Phonology of Contact: Creole sound change in context
by Ng, E-Ching, Ph.D.  Yale University. 2015: 191 pages; 3663654.
29.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
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