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1.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
2.
The gamification of judicial affairs: Addressing learning for 'digital students'
by Diaz, Leonel Alberto, Jr., M.Ed.  University of Southern California. 2012: 89 pages; 1532818.
3.
Gamification in Introductory Computer Science
by Behnke, Kara Alexandra, Ph.D.  University of Colorado at Boulder. 2015: 331 pages; 3743653.
5.
Adapting Serious Gamification for Teaching Hands-on Skills in Cybersecurity Distance Learning
by Wood, Steven Wray, T.D.  Capitol Technology University. 2019: 190 pages; 27548825.
9.
Cooperative design, cooperative science: Investigating collaborative research through design with floracaching
by Bowser, Anne Elizabeth, Ph.D.  University of Maryland, College Park. 2016: 248 pages; 10129884.
10.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
11.
A Phenomenological Study of Teachers Who Participate in a 1:1 Computing Device Program
by Caminiti, Nicholas P., Ed.D.  Wilkes University. 2019: 131 pages; 27670513.
16.
Improving Engagement and Collaboration Among Nursing Residents Through Escape Room Utilization
by Yosanovitch, Kristin, D.N.P.  McKendree University. 2020: 124 pages; 27956502.
18.
Khan Academy in the Elementary Classroom
by Kimball, Laurie A., M.Ed.  Minot State University. 2017: 82 pages; 10281206.
20.
Reality Ends Here: Environmental game design and participatory spectacle
by Watson, Jeff, Ph.D.  University of Southern California. 2012: 253 pages; 3542331.
21.
How a Professional Services Firm Has Adapted Learning for the New Digital Age
by Fanning, Bridget A., Ed.D.  University of Pennsylvania. 2019: 285 pages; 13904053.
23.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
24.
Resilient and Thriving Leadership in Extreme and Prolonged Chaotic Milieus
by Noumair, Edgar, Ed.D.  University of Pennsylvania. 2018: 304 pages; 10827552.
25.
Advocacy Services for First-Generation College Students: A Grant Proposal
by King-Pleas, Brittany, M.S.W.  California State University, Long Beach. 2017: 59 pages; 10605812.
26.
"I know where that is": Cultural differences in perception of places
by Lee, Myeong, M.I.M.  University of Maryland, College Park. 2014: 73 pages; 1568786.
27.
Rethinking Workplace Learning in the Digital World: A Case Study of Open Badges
by Eaglen Bertrando, Sharen Linn, Ed.D.  Pepperdine University. 2017: 181 pages; 10603608.
29.
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.
30.
Knowing the Everyday: Wearable Technologies and the Informatic Domain
by Gilmore, James N., Ph.D.  Indiana University. 2018: 315 pages; 10808846.
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