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61.
The user -centered design process: Novice designers' use of evidence in designing from data
by Friess, Erin, Ph.D.  Carnegie Mellon University. 2008: 183 pages; 3305813.
63.
Brutal, Provocative, and Catastrophic: Experiencing the World of Violent Hyposcrisy in Cabaret
by Park, Joohyun Lee, M.F.A.  California State University, Long Beach. 2020: 15 pages; 27961644.
64.
A Scenic Design for Kari Hayter's Cabaret
by Morales, Natalie Alessandra, M.F.A.  California State University, Long Beach. 2020: 26 pages; 27961016.
66.
Redressing women: Feminism in fashion and the creation of American style, 1930–1960
by Strassel, Annemarie Elizabeth, Ph.D.  Yale University. 2008: 286 pages; 3317280.
68.
Exploring additional factors of presence
by Chertoff, Dustin, Ph.D.  University of Central Florida. 2009: 177 pages; 3383687.
69.
Golf game utilizing a FPGA and a VGA display
by Davis, Robert R., M.S.  California State University, Long Beach. 2016: 95 pages; 10144829.
72.
The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
73.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
74.
Play Design
by Gingold, Chaim, Ph.D.  University of California, Santa Cruz. 2016: 593 pages; 10140206.
76.
Malware Vectors: A Technique for Discovering Defense Logics
by Stocco, Gabriel Fortunato, Ph.D.  Dartmouth College. 2014: 121 pages; 3685144.
77.
Effects of the good behavior game on physical activity
by Galbraith, Leslie A., M.A.  University of the Pacific. 2016: 110 pages; 10163680.
78.
Researched-based design and empowerment of interior designers using research
by Kitchell, Diane Kaptur, Ed.D.  Argosy University/Chicago. 2014: 96 pages; 3734052.
79.
The Elements, Processes, and Outcomes of Collaborative Massive Open Online Course Development Teams
by Stengel, Paul Joseph, Ed.D.  Teachers College, Columbia University. 2020: 183 pages; 27993696.
80.
Games as theater for soul: An archetypal psychology perspective of virtual games
by Savett, Susan Mallard, Ph.D.  Pacifica Graduate Institute. 2014: 297 pages; 3686802.
81.
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.
82.
Gamification in Introductory Computer Science
by Behnke, Kara Alexandra, Ph.D.  University of Colorado at Boulder. 2015: 331 pages; 3743653.
83.
Design and Implementation of Privacy-Preserving Surveillance
by Segal, Aaron, Ph.D.  Yale University. 2016: 162 pages; 10584958.
85.
86.
Effect of digital game based learning on ninth grade students' mathematics achievement
by Swearingen, Dixie K., Ph.D.  The University of Oklahoma. 2011: 169 pages; 3454028.
88.
Learning objects: A user-centered design process
by Branon, Rovy F., III, Ph.D.  Indiana University. 2011: 172 pages; 3488034.
89.
90.
Building personal wellness communities: Meaningful play in the everyday life of a network society
by Wang, Hua, Ph.D.  University of Southern California. 2010: 296 pages; 3434556.
61 - 90 of 43348 displayed.
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