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32.
Virtually Smoking: Exploring Player Perception of Tobacco Content in Video Games
by Forsyth, Susan Redman, Ph.D.  University of California, San Francisco. 2016: 347 pages; 10133422.
33.
The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
35.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
36.
The gamification of judicial affairs: Addressing learning for 'digital students'
by Diaz, Leonel Alberto, Jr., M.Ed.  University of Southern California. 2012: 89 pages; 1532818.
40.
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.
41.
42.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
43.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
44.
African educational film and video: Industry, ideology, and the regulation of sub-Saharan sexuality
by McGuffie, Allison Doris, Ph.D.  The University of Iowa. 2013: 186 pages; 3711123.
47.
Assessing video game behaviors that meet DSM-V criteria for a non-substance related disorder
by Powers, Mitchell R., Psy.D.  Adler School of Professional Psychology. 2015: 116 pages; 3664305.
49.
The effects of a humorous instructional video on motivation and learning
by Aagard, Hans Peter, Ph.D.  Purdue University. 2014: 220 pages; 3686812.
52.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
53.
High School Students Reading Informational Texts: A Comparison of Written and Video Response Modalities
by Bartlett, Melissa Ellis, Ph.D.  North Carolina State University. 2014: 236 pages; 3690206.
54.
Perceived Credibility of Historical Information across Video Genres Among College Students
by Nielsen, Greg, Ph.D.  University of Nevada, Reno. 2015: 179 pages; 3707881.
55.
The Panhellenic Project: Assessing learning engagement using Web 2.0 technologies
by Carter, Cheryl A., Ed.D.  Pepperdine University. 2008: 167 pages; 3330961.
58.
Experiences of Middle and High School AVID Students from an Urban South Texas School District Who Played College Ready-the Game
by Reynolds-Perez, Cecilia Cissy, Ed.D.  Texas A&M University - Corpus Christi. 2017: 136 pages; 10641631.
60.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
31 - 60 of 31054 displayed.
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