Results

Looking for more? ProQuest® Dissertations & Theses has additional dissertations and theses.
86 open access dissertations and theses found for:
if(Minecraft)  »   Refine Search
1.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
3.
Alternative wildernesses Finding wildness in 21st century America
by Bunting, Ben S., Jr., Ph.D.  Washington State University. 2012: 259 pages; 3517377.
4.
Mind-craft: Exploring the relation between "digital" visual experience and orientation in visual contour perception
by Hipp, Daniel, Ph.D.  State University of New York at Binghamton. 2015: 75 pages; 10003726.
6.
Technological mediation: The implications of technology on the human experience
by Oliva, Daniela Andrea, M.A.  California State University, Long Beach. 2012: 110 pages; 1521598.
8.
The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
9.
Press Play: Video Games and the Ludic Quality of Aesthetic Experiences across Media
by Hakimi, Jedd, Ph.D.  University of Pittsburgh. 2017: 255 pages; 10831836.
10.
11.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
13.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
14.
Understanding the Impact of Support for Iteration on Code Search
by Martie, Lee Thomas, Ph.D.  University of California, Irvine. 2017: 323 pages; 10621338.
16.
Adolescent Literacy Practices and Reflections of Identity in Digital Communities
by King, Julie O., Ed.D.  University of Pennsylvania. 2020: 173 pages; 27831840.
17.
18.
Emancipatory Digital Archaeology
by Morgan, Colleen Leah, Ph.D.  University of California, Berkeley. 2012: 192 pages; 3555833.
20.
24.
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.
25.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
26.
Close Reading in Secondary Classrooms: A 21st-Century Update for a 20th-Century Practice
by Catterson, Amy Koehler, Ph.D.  University of California, Berkeley. 2017: 141 pages; 10281978.
27.
Learning from At-Risk College Students Who Participate in Flow Activities
by Coulson, Frank, Psy.D.  Capella University. 2020: 101 pages; 27671119.
28.
1 - 30 of 86 displayed.
  1    2    3   Next >
Copyright © 2020 ProQuest LLC. All rights reserved. Terms and Conditions Privacy Policy Cookie Policy
ProQuest