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91.
Transforming the digital textbook: A modified Delphi study
by Chebib, Louay, D.M.  University of Phoenix. 2015: 220 pages; 3691407.
93.
Community of Inquiry and Video in Higher Education Engaging Students Online
by Conrad, Oliver, M.S.  California State University, Fullerton. 2015: 60 pages; 1600912.
94.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
99.
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.
100.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
101.
Education Professionals' Perspectives on Tablet Use in Children with ASD: A Focus Group Study
by Voreis, Grayce, M.S.  Southern Illinois University at Edwardsville. 2015: 56 pages; 1590449.
104.
Video Game Addiction: Interpersonal Relationship Distress and Coping of Gamers and Loved Ones
by Ross, Mary, M.A.  Southern Illinois University at Edwardsville. 2014: 86 pages; 1560923.
105.
An evaluation of an online algebra homework help -seeking system
by Li, Yuan-Ling, Ed.D.  University of Southern California. 2008: 201 pages; 3341908.
107.
Designing Problem Based Learning for Teachers in Malaysia: A Study of the Nine-Step Problem Design Process
by Jamiat, Nurullizam, Ph.D.  The Florida State University. 2018: 118 pages; 10685790.
109.
Examining teachers' and college students' perspectives toward e-textbooks as an educational tool
by Alawami, Nariman Ali, Ph.D.  University of Northern Colorado. 2016: 318 pages; 10249765.
111.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
113.
Dynamically Adapting Games Using Vanity and Actionable Analytics to Increase Session-Level Retention
by Harrison, Brent E., Ph.D.  North Carolina State University. 2014: 164 pages; 3647576.
114.
How to Design for Impact in Games
by Walsh, Eric, Ph.D.  Rensselaer Polytechnic Institute. 2018: 253 pages; 10841207.
115.
Educational guerreras: A study of a madre-centered participatory action research for educational system praxis
by Perez-Da Silva, Karen Azucena, Ed.D.  Lewis and Clark College. 2016: 184 pages; 10075076.
116.
The influence of superhero characters on moral judgment in school-age children
by Robinson, Elizabeth, Psy.D.  Alfred University. 2014: 82 pages; 3618692.
117.
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