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1.
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.
4.
The Panhellenic Project: Assessing learning engagement using Web 2.0 technologies
by Carter, Cheryl A., Ed.D.  Pepperdine University. 2008: 167 pages; 3330961.
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6.
Gamification and vidoegame's marketing potential
by Laroche, Gerard, M.A.  The American University of Paris (France). 2012: 73 pages; 10305741.
7.
Virtually Smoking: Exploring Player Perception of Tobacco Content in Video Games
by Forsyth, Susan Redman, Ph.D.  University of California, San Francisco. 2016: 347 pages; 10133422.
10.
On multimedia content delivery and multicasting
by Chen, Yuh-Rong, Ph.D.  The University of Oklahoma. 2012: 130 pages; 3546574.
12.
Pedagogical practices in a virtual world: An ethnographic and discourse analysis approach
by Stoerger, Sharon M., Ph.D.  Indiana University. 2010: 246 pages; 3408098.
13.
Does Augmented Reality Affect High School Students' Learning Outcomes in Chemistry?
by Renner, Jonathan Christopher, Ed.D.  Grand Canyon University. 2014: 197 pages; 3628589.
15.
Psycho-spiritual components in Multiplayer Online First Person Shooter Xbox videogaming
by McGinnis, Carol Z. A. Salisbury, Ph.D.  Loyola University Maryland. 2010: 230 pages; 3421137.
16.
Performance and leadership in multiplayer online gaming
by Magner, Timothy Joseph, Ed.D.  Pepperdine University. 2014: 172 pages; 3666206.
19.
Adopting Workgroup Collaboration Tools in 3D Virtual Worlds
by Schott, Thomas R., D.Sc.  Robert Morris University. 2013: 125 pages; 3629005.
20.
Perceptions of Video Games in Education by PK-12 Public School Administrators in Connecticut
by Wlodarczyk, Matthew Steven, Ph.D.  University of Connecticut. 2012: 104 pages; 3510542.
21.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
22.
Cost-Efficient Video On Demand (VOD) Streaming Using Cloud Services
by Darwich, Mahmoud K., Ph.D.  University of Louisiana at Lafayette. 2017: 152 pages; 10682876.
24.
Virtual morality: The moral status of virtual actions
by Wojak, Roland, M.A.  Colorado State University. 2012: 112 pages; 1532946.
25.
Dynamically Adapting Games Using Vanity and Actionable Analytics to Increase Session-Level Retention
by Harrison, Brent E., Ph.D.  North Carolina State University. 2014: 164 pages; 3647576.
28.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
29.
Binary Lives: Digital Citizenship and Disability Participation in a User Content Created Virtual World
by Vizenor, Katie Virginia, Ph.D.  State University of New York at Buffalo. 2014: 242 pages; 3613110.
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