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212.
How Geo-Strategy Can Be Improved Through Wargaming
by Sisson, Mark, D.S.S.  National American University. 2020: 102 pages; 27832518.
214.
Alternative wildernesses Finding wildness in 21st century America
by Bunting, Ben S., Jr., Ph.D.  Washington State University. 2012: 259 pages; 3517377.
216.
Incorporation of Decision and Game Theories in Early-Stage Complex Product Design to Model End-Use
by Mesmer, Bryan L., Ph.D.  State University of New York at Buffalo. 2012: 270 pages; 3541141.
217.
Farming without Farmers: Deskilling in Contract Broiler Farming
by Miller, Elizabeth Carroll, Ph.D.  University of Oregon. 2018: 212 pages; 10935955.
218.
Play Design
by Gingold, Chaim, Ph.D.  University of California, Santa Cruz. 2016: 593 pages; 10140206.
220.
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.
221.
Hoop Streams: The Rise of the NBA, Multiplatform Television, and Sports as Media Content, 1982 to 2015
by Secular, Steven J, Ph.D.  University of California, Santa Barbara. 2019: 284 pages; 13896540.
222.
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.
223.
Relationship between psychological characteristics and performance in professional football
by Packman, Sheryl Faith, Ph.D.  Fordham University. 2008: 107 pages; 3312048.
224.
Cybernetic Child Psychology: A Genealogy of the User
by Lockett, William, Ph.D.  New York University. 2019: 397 pages; 22622737.
225.
Cognitive Underpinnings of Math Learning and Early Play Based Intervention
by Green, Chloe Teressa, Ph.D.  University of California, Berkeley. 2017: 92 pages; 10282013.
227.
Motivated to Move: An Application of Older Adults and Motivation to Be Physically Active
by Rech, John P., M.A.Ed.  University of Nebraska at Kearney. 2019: 73 pages; 13422239.
228.
Sago and Kago: The History and Memory of Hiri on the Southeast Coast of Papua New Guinea
by Wu, Ming-Jen, Ph.D.  University of Hawai'i at Manoa. 2020: 230 pages; 27961727.
229.
Anime fansubs: Translation and media engagement as ludic practice
by Schules, Douglas Michael, Ph.D.  The University of Iowa. 2012: 171 pages; 3552032.
230.
Urban High School Teachers’ Experiences Using Gamification with Students Who Have Difficulty Staying on Task
by Pokorny, Laszlo Peter, Ed.D.  New Jersey City University. 2019: 208 pages; 28150828.
231.
Applying interactive game-based rehabilitative technology to the treatment of spinal cord injury
by Stevenson, Cassandra, M.S.  Southern Connecticut State University. 2012: 61 pages; 1522718.
232.
Predicting National Basketball Association Game Outcomes Using Ensemble Learning Techniques
by Valenzuela, Russell, M.S.  California State University, Long Beach. 2018: 54 pages; 10980443.
233.
Morals of The Global Age: A Comparative Study of Consumer Ethics in 18th Century Christianity and the 21st Century Video Game Industry
by Rosedalen, Elin Anastasia , M.A.  The American University of Paris (France). 2018: 105 pages; 27605882.
234.
Critical reflection in a digital media artwork. Playas: Homeland Mirage
by Stenner, Jack Eric, Ph.D.  Texas A&M University. 2007: 297 pages; 3281007.
236.
Reinforcement Learning in Structured and Partially Observable Environments
by Azizzadenesheli, Kamyar, Ph.D.  University of California, Irvine. 2019: 170 pages; 13896671.
238.
Turn-taking and affirmative cue words in task-oriented dialogue
by Gravano, Agustin, Ph.D.  Columbia University. 2009: 201 pages; 3373712.
240.
African-American males in computer science—Examining the pipeline for clogs
by Stone, Daryl Bryant, D.Sc.  The George Washington University. 2008: 350 pages; 3341359.
211 - 240 of 10185 displayed.
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