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121.
Cellular Automata, Game of Life and Chance
by Alvandipour, Mehrdad, M.S.  Southern Illinois University at Edwardsville. 2017: 43 pages; 10615332.
122.
The Influence of DragonBox on Student Attitudes and Understanding in 7th Grade Mathematics Classroom
by Katirci, Nihal, M.S.  State University of New York at Albany. 2017: 73 pages; 10275395.
124.
The role of trust and care in the implementation of a social constructivist curriculum in physical education
by Tolley, Christina Ballard, M.A.  University of Maryland, College Park. 2009: 192 pages; 1465446.
126.
User retention and classification in a mobile gaming environment
by Ruffin, Michael, M.S.  California State University, Long Beach. 2014: 52 pages; 1527021.
128.
Frag: An ethnographic examination of computer gaming culture and identity at LAN parties
by Young, Bryan-Mitchell, Ph.D.  Indiana University. 2014: 188 pages; 3612176.
129.
Can women have it all?: Hesitant feminism in American women's popular writing
by Aramand, Anne, M.A.  University of Massachusetts Boston. 2013: 76 pages; 1550547.
130.
Using Gaming Simulation to Explore Long Range Fuel and Vehicle Transitions
by Bremson, Joel, Ph.D.  University of California, Davis. 2012: 206 pages; 3544699.
131.
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.
132.
Gender Differences in Job Satisfaction and Organizational Commitment in the Video Game Industry
by Lau, Szengar Sarah, M.A.  Southern Illinois University at Edwardsville. 2019: 50 pages; 13878106.
133.
134.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
135.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
136.
Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming
by Gregg, Elizabeth A., Ed.D.  Loyola Marymount University. 2014: 403 pages; 3638178.
138.
Any-angle path planning
by Nash, Alex, Ph.D.  University of Southern California. 2012: 433 pages; 3542296.
139.
Performing Play: Cultural Production on Twitch.tv
by Pellicone, Anthony James, Ph.D.  University of Maryland, College Park. 2017: 271 pages; 10606825.
140.
Video Gamers and the Linguistic Navigation of Collaborative Virtual Environments
by LaFave, Nathan, Ph.D.  New York University. 2016: 218 pages; 10192314.
142.
On Strategic Behavior in Networks
by Johnson, Samuel David, Ph.D.  University of California, Davis. 2016: 119 pages; 10124420.
143.
Semiotic constituents and abstractness of mediating artifacts in design research
by Hahn, Young Ae, Ph.D.  Illinois Institute of Technology. 2009: 268 pages; 3370897.
144.
Information visualization techniques for online identity presentation: A multidimensional approach
by Mahmud, Athir, Ph.D.  Illinois Institute of Technology. 2016: 241 pages; 10174166.
145.
Evaluation of family functioning following parent participation in recreational intervention for children with autism
by Gonzalez, Martha Citlaly, Psy.D.  Adler School of Professional Psychology. 2014: 147 pages; 3662134.
146.
A game -theoretic model of grounding for referential communication tasks
by Thompson, William, Ph.D.  Northwestern University. 2009: 174 pages; 3386515.
148.
The gamification of judicial affairs: Addressing learning for 'digital students'
by Diaz, Leonel Alberto, Jr., M.Ed.  University of Southern California. 2012: 89 pages; 1532818.
149.
Game on girl: Identity and representation in digital RPGs
by McMenomy, Elizabeth Regina, Ph.D.  Washington State University. 2011: 152 pages; 3460407.
121 - 150 of 10517 displayed.
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