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3.
Multiplayer Educational Role Playing Games (MPERPGs) and the Application of Leadership
by Clayton, Andrew Stafford, Ed.D.  Grand Canyon University. 2017: 348 pages; 10257450.
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Developing a virtual world and self-paced course to prepare adult novices for immersive virtual experiences
by Worman, Terri, M.A.  State University of New York Empire State College. 2016: 83 pages; 10140409.
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Career Self-Efficacy: A Mixed Methods Investigation of an Immersive Living-Learning STEM Camp
by Musko, Faith L., Ph.D.  Robert Morris University. 2020: 229 pages; 27830383.
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Technology Enhanced Learning for English Language Learners
by Stevens, Mark, Ph.D.  George Mason University. 2018: 269 pages; 10981068.
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Immersive Experience in Viewing 3D Reconstruction Model in Virtual Reality
by Fonseca Aguilera, Jose Alberto, M.S.  California State University, Long Beach. 2020: 55 pages; 27834250.
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Cultivating 21st century competencies in a virtual worlds learning environment
by Smith, Terry K., Ed.D.  Pepperdine University. 2011: 167 pages; 3478529.
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Understanding how students with learning disabilities from an urban environment experience nature-based informal learning
by Stolen, Thor Antonio, Ph.D.  The University of Wisconsin - Milwaukee. 2016: 126 pages; 10250471.
19.
Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360°
by Durnell, Linda A., Ph.D.  Fielding Graduate University. 2018: 157 pages; 10747522.
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Critical thinking as an outcome of distance learning: A study of critical thinking in a distance learning environment
by Bronson, Rowan Whitfield, Ed.D.  The George Washington University. 2008: 222 pages; 3315179.
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Inquiry, play, and problem solving in a process learning environment
by Thwaits, Anne Y., Ph.D.  The University of Arizona. 2016: 322 pages; 10113886.
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