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121.
122.
Designing our future: Exploring the boundaries of design review
by Hoffman, Kristin Elena, M.A.  Tufts University. 2009: 100 pages; 1461990.
127.
Knots in the string of time: Adapting computer game prototyping tools for interactive music
by Venden, Nick H., M.M.  California State University, Long Beach. 2015: 62 pages; 1588653.
128.
Welcoming Church Spaces: Queer Inclusion in the Christian Church Building
by Mortorff, Taylor, M.Arch.  State University of New York at Buffalo. 2020: 317 pages; 28090876.
129.
Utilizing multiple design methods to resolve social problems
by Pettiway, Keon, M.F.A.  East Carolina University. 2012: 48 pages; 1518557.
130.
131.
Fabbed to Sense: Integrated Design of Geometry and Sensing Algorithms for Interactive Objects
by Savage, Valkyrie Arline, Ph.D.  University of California, Berkeley. 2016: 129 pages; 10191122.
133.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
134.
Metaphor and cognition: Creativity in new product design
by Marin Vidal, Flavio Alejandro, Ph.D.  Instituto Tecnologico y de Estudios Superiores de Monterrey (Mexico). 2013: 73 pages; 3570883.
136.
A study of empathetic play in serious games
by Belman, Jonathan, Ph.D.  New York University. 2016: 160 pages; 10129582.
139.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
140.
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.
141.
Essays in market design
by Lopez Carbajal, Hector A., Ph.D.  University of Maryland, College Park. 2016: 138 pages; 10159090.
143.
Ethnocomputing: the Design and Assessment of Culture-Based Learning Software for Math and Computing Education
by Babbitt, William Edgar, Ph.D.  Rensselaer Polytechnic Institute. 2014: 147 pages; 3684064.
144.
Arts as Collaborative Inquiry: Re-Defining and Re-Centering Quality Arts Practice in Schools
by Hallmark, Elizabeth, Ph.D.  University of Rochester. 2011: 231 pages; 3442800.
145.
Understanding the social and cognitive experiences of children involved in technology design processes
by Guha, Mona Leigh, Ph.D.  University of Maryland, College Park. 2010: 295 pages; 3443561.
146.
Game relations, metrics and refinements
by Raman, Vishwanath, Ph.D.  University of California, Santa Cruz. 2010: 294 pages; 3421295.
147.
The factors required for winning the business simulation game: A regression analysis
by Andre, Randall S., Ph.D.  Capella University. 2016: 126 pages; 10032418.
148.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
150.
121 - 150 of 43414 displayed.
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