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3.
Effect of digital game based learning on ninth grade students' mathematics achievement
by Swearingen, Dixie K., Ph.D.  The University of Oklahoma. 2011: 169 pages; 3454028.
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The effects of game-based technology on high school students' algebraic learning in an urban school classroom
by Abdelhafez, Amal, M.A.T.  The William Paterson University of New Jersey. 2016: 87 pages; 10240334.
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The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
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Level up: A systematic review of the nexus between game-based learning and developmental math education
by Wilson, Monique, D.Mgt.  University of Maryland University College. 2013: 157 pages; 3619513.
11.
Computer-Supported Collaborative Learning Using Augmented and Virtual Reality in Museum Education
by Punako, Ronald, Jr., Ph.D.  Nova Southeastern University. 2018: 357 pages; 10841922.
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Baby boomers and digital literacy: Their access to, and uses of, digital devices and digital media
by O'Keeffe, Richard John, Ed.D.  Pepperdine University. 2014: 152 pages; 3644309.
16.
Digital portfolios and learning: The students' voices
by Donnelly, Brian Francis, Ed.D.  University of California, Davis. 2010: 176 pages; 3404957.
18.
Technology Enhanced Learning for English Language Learners
by Stevens, Mark, Ph.D.  George Mason University. 2018: 269 pages; 10981068.
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Integrating digital literacies into school-based learning: A study of media production, student agency, and school change
by Parker, Jessica Katherine, Ph.D.  University of California, Berkeley. 2009: 243 pages; 3411242.
21.
Transmigration experiences of newcomers in the context of an English-only education: Sense-making by former newcomer ELLs
by Tonogbanua, Elizabeth Paulsen, Ed.D.  University of Massachusetts Boston. 2016: 348 pages; 10118522.
22.
How a Professional Services Firm Has Adapted Learning for the New Digital Age
by Fanning, Bridget A., Ed.D.  University of Pennsylvania. 2019: 285 pages; 13904053.
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