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212.
The Effects of Viewing Violent Video Games on Willingness to Intervene in a Sexually Violent Bystander Scenario
by Mckenzie, Laken Cheyenne, M.S.  University of Louisiana at Lafayette. 2018: 66 pages; 10845892.
213.
Going digital: The internet's potential in adolescent psychotherapy
by Wendell, Sonya Bruner, Psy.D.  Antioch University New England. 2010: 106 pages; 3395012.
214.
Towards Effective Third-Party Application Dialogs: Solutions for Improved Attention and Comprehension
by Javed, Yousra, Ph.D.  The University of North Carolina at Charlotte. 2017: 211 pages; 10618024.
215.
Nursing faculty experiences of virtual learning environments for teaching clinical reasoning
by Zacharzuk-Marciano, Tara, Ph.D.  Capella University. 2017: 215 pages; 10260999.
216.
Relationship Satisfaction, Social Anxiety and Smartphone/Social Networking Addiction
by Sleeper, Kristen L., M.A.  Southern Illinois University at Edwardsville. 2018: 56 pages; 10788393.
218.
Impact of Visualization Augmentation on Welder Training: A Study with the Simulated MIG Lab
by White, Steven A., Ph.D.  University of Louisiana at Lafayette. 2013: 97 pages; 3590087.
219.
Bridging generations: American Indian family perceptions of home/school partnerships
by Sandoval, Nicolasa Irene, Ph.D.  University of California, Santa Barbara. 2007: 138 pages; 3274418.
220.
Algorithms and Techniques for Dynamic Resource Management across Cloud-Edge Resource Spectrum
by Shekhar, Shashank, Ph.D.  Vanderbilt University. 2018: 183 pages; 13877337.
221.
Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360°
by Durnell, Linda A., Ph.D.  Fielding Graduate University. 2018: 157 pages; 10747522.
222.
Instructor Views about the Use of Technology in Teaching ESL Writing at the University Level
by Stefano, Ivan, Ph.D.  The Ohio State University. 2013: 256 pages; 10891758.
223.
Internet usage, self-efficacy, and proactive coping skills
by Zurawski, Janina, M.S.W.  California State University, Long Beach. 2015: 62 pages; 1585527.
224.
Constructing strategies for games with simultaneous movement
by Keffer, Jeremy, Ph.D.  University of Delaware. 2015: 82 pages; 3730247.
225.
(Re)producing (Neo)medievalism
by Fitzpatrick, KellyAnn, Ph.D.  State University of New York at Albany. 2015: 193 pages; 3737838.
226.
Binge Watching Motivations: A Survey of Content Users
by Asmael, Abdullah Ahmad, M.S.M.C.  Arkansas State University. 2018: 89 pages; 10838105.
227.
On Being Non-Human: Otherkin Identification and Virtual Space
by Proctor, Devin, Ph.D.  The George Washington University. 2019: 422 pages; 13810285.
228.
An Analysis of Virtual Economics in Video Games
by Hamidi, Bijan Alexander, M.S.  California State University, Fullerton. 2018: 54 pages; 10808086.
230.
232.
Family science: An ethnographic case study of the ordinary science and literacy experiences of one family
by McCarty, Glenda M., Ph.D.  University of Missouri - Saint Louis. 2012: 140 pages; 3552345.
234.
When code meets place: Collaboration and innovation at WiFi hotspots
by Forlano, Laura, Ph.D.  Columbia University. 2008: 228 pages; 3333485.
235.
The Digital Otaku: Anime, Participatory Culture, and Desire
by Garner, Katelin, M.A.  California State University, Long Beach. 2019: 97 pages; 22588029.
237.
Framing Narratives: Gifted Students' Comic Memoirs in the English Classroom
by Kersulov, Michael L., Ph.D.  Indiana University. 2019: 252 pages; 13807895.
238.
239.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
240.
Exploring Web Simplification for People with Cognitive Disabilities
by Hoehl, Jeffery Arthur, Ph.D.  University of Colorado at Boulder. 2016: 120 pages; 10108753.
211 - 240 of 1878 displayed.
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