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61.
Perspective-based learning in virtual environments
by Lindgren, Robb, Ph.D.  Stanford University. 2009: 155 pages; 3364505.
62.
Cultivating 21st century competencies in a virtual worlds learning environment
by Smith, Terry K., Ed.D.  Pepperdine University. 2011: 167 pages; 3478529.
63.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
64.
The games men play: How community college men use video games to construct masculinity
by Niemi, Eric J., Ed.D.  Northern Illinois University. 2014: 268 pages; 3681948.
65.
Enhancing parents' knowledge of Eating Disorders in a primary care setting
by Smith, Karen Reichel, Ph.D.  State University of New York at Binghamton. 2014: 202 pages; 3630985.
67.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
69.
Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games
by Johnson, Jay, Ph.D.  The University of Wisconsin - Milwaukee. 2018: 274 pages; 10931461.
70.
71.
Improving ad-hoc team performance using video games
by Craighead, Jeffrey David, Ph.D.  University of South Florida. 2009: 148 pages; 3420535.
76.
Learning for the next generation: Predicting the usage of synthetic learning environments
by Evans, Arthur William, III, Ph.D.  University of Central Florida. 2010: 103 pages; 3415062.
78.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
79.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
81.
Interactivity, Interdependence, and Intertextuality: The Meaning of Video Games in American Civil Society
by McKernan, Brian, Ph.D.  State University of New York at Albany. 2013: 283 pages; 3591689.
82.
Using educational connoisseurship and criticism to evaluate YouTube videos on the formal definition of limit
by Wolbert, Roger S., Ph.D.  State University of New York at Buffalo. 2016: 330 pages; 10163774.
83.
High-engagement gameplay behaviors and mental health
by Zaitsoff, Andrew, Ph.D.  Indiana University. 2016: 157 pages; 10154776.
86.
87.
Critical thinking as an outcome of distance learning: A study of critical thinking in a distance learning environment
by Bronson, Rowan Whitfield, Ed.D.  The George Washington University. 2008: 222 pages; 3315179.
88.
Player-Response on the Nature of Interactive Narratives as Literature
by Feldman, Lee, M.A.  Chapman University. 2018: 38 pages; 10822281.
90.
The use of instructional videos in K-12 classrooms: A mixed-method study
by Allison, Carleen, D.Ed.  Indiana University of Pennsylvania. 2015: 179 pages; 3688706.
61 - 90 of 31054 displayed.
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