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91.
Online technology and counseling microskill development: A mixed-methods approach
by Nelson, J. Scott, Ed.D.  Northern Illinois University. 2013: 178 pages; 3596665.
92.
Emotion, hegemony, and "real-life" in video game worlds: An analysis of "Grand Theft Auto IV"
by Wachovsky, Gerald A., M.A.  California State University, Long Beach. 2015: 91 pages; 1603344.
93.
Active Games: An Examination of User Engagement to Define Design Recommendations
by Martinez, Pamela N., Ed.D.  Pepperdine University. 2017: 147 pages; 10603990.
97.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
98.
Gender Differences in Job Satisfaction and Organizational Commitment in the Video Game Industry
by Lau, Szengar Sarah, M.A.  Southern Illinois University at Edwardsville. 2019: 50 pages; 13878106.
99.
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101.
Searching for student success: Implementing immediacy in online courses
by Jennings, Amy B., Ed.D.  California State University, Long Beach. 2013: 145 pages; 3571831.
102.
Watch and learn: A documentary exploring the effects of video-based pedagogy
by Noel, Christopher M., M.S.  Illinois State University. 2015: 44 pages; 1589832.
103.
The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series
by Menuez, Paolo Xavier Machado, M.A.  Portland State University. 2017: 153 pages; 10637267.
105.
Measuring the Use of Educational Affordances in One-to-one Mobile Device Environments
by Ralston, Stuart, Ed.D.  Lamar University - Beaumont. 2019: 181 pages; 22582631.
107.
Teacher collaborative leadership on behalf of access to technological literacy for English Language Learners
by Bernasconi, Natalie, Ed.D.  University of California, Santa Cruz. 2010: 190 pages; 3421267.
109.
World Game: An MS Thesis on Engineering Buckminster Fuller's Unfinished Computer Game
by Pang, Josh, M.S.  University of California, Santa Cruz. 2017: 193 pages; 10600417.
111.
113.
Mind wandering and online learning: A latent variable analysis
by Hollis, R. Benjamin, Ph.D.  Kent State University. 2013: 100 pages; 3618884.
115.
The effects of a humorous instructional video on motivation and learning
by Aagard, Hans Peter, Ph.D.  Purdue University. 2014: 220 pages; 3686812.
116.
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.
117.
120.
Press Play: Video Games and the Ludic Quality of Aesthetic Experiences across Media
by Hakimi, Jedd, Ph.D.  University of Pittsburgh. 2017: 255 pages; 10831836.
91 - 120 of 32443 displayed.
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