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2.
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.
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Alternative wildernesses Finding wildness in 21st century America
by Bunting, Ben S., Jr., Ph.D.  Washington State University. 2012: 259 pages; 3517377.
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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.
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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.
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The procedural generation of interesting Sokoban levels
by Taylor, Joshua, Ph.D.  University of North Texas. 2015: 79 pages; 10034415.
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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.
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Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
11.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
12.
Understanding the Impact of Support for Iteration on Code Search
by Martie, Lee Thomas, Ph.D.  University of California, Irvine. 2017: 323 pages; 10621338.
14.
World through the Eyes of Children: A Qualitative Study of Preschool Children's Understanding of the World
by Sachdev, Anuradha, Ph.D.  Lehigh University. 2017: 183 pages; 10279857.
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Emancipatory Digital Archaeology
by Morgan, Colleen Leah, Ph.D.  University of California, Berkeley. 2012: 192 pages; 3555833.
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Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
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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.
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Novice Behavior in a Makerspace: Pragmatic Pathways to Shaping CS Identity
by Davis, Don Gibbs, Ph.D.  The University of Texas at San Antonio. 2017: 291 pages; 10277785.
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Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study
by Songco, Allen, M.S.W.  California State University, Long Beach. 2018: 56 pages; 10784680.
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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.
28.
Side channel attack resistance: Migrating towards high level methods
by Borowczak, Mike, Ph.D.  University of Cincinnati. 2013: 183 pages; 3601397.
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An Investigation of College Students' Facebook Use in Their Personal Learning Environments
by Wang, Yiran, Ph.D.  University of California, Irvine. 2017: 169 pages; 10623291.
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