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121.
The Effect of Textbook Format on Mental Effort and Time on Task
by Thomas, Antonio Lamar, Ph.D.  Walden University. 2014: 127 pages; 3635935.
122.
Cinema 3.0: How digital and computer technologies are changing cinema
by Daly, Kristen M., Ph.D.  Columbia University. 2008: 265 pages; 3305212.
123.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
124.
High School Students Reading Informational Texts: A Comparison of Written and Video Response Modalities
by Bartlett, Melissa Ellis, Ph.D.  North Carolina State University. 2014: 236 pages; 3690206.
127.
Alternative Realisms: Subjectivity-Production in Novels and Games
by Lobo, Phillip A., Ph.D.  University of Southern California. 2019: 287 pages; 13807472.
129.
130.
Pricing decisions in trade-in programs
by Ghuloum, Mohammad, Ph.D.  Indiana University. 2015: 112 pages; 3705484.
131.
Producing as a listener: A choric approach to video as a medium of invention
by Alaei, Bahareh B., M.A.  California State University, Long Beach. 2014: 127 pages; 1526888.
132.
134.
Cultivating 21st century competencies in a virtual worlds learning environment
by Smith, Terry K., Ed.D.  Pepperdine University. 2011: 167 pages; 3478529.
135.
Avatar creation in online virtual worlds: A uses and gratifications perspective
by Lin, Hsin, M.A.  State University of New York at Buffalo. 2013: 67 pages; 1534529.
136.
Studies on Error Control of 3-D Zerotree Wavelet Video Streaming
by Zhao, Yi, Ph.D.  The Ohio State University. 2005: 136 pages; 10834938.
137.
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.
138.
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.
139.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
140.
141.
Transformative Ritual: Video Art at the Jewish Museum and the Museum of Modern Art in New York
by Gandelman, Jaron, M.A.  The American University of Paris (France). 2011: 76 pages; 10305728.
142.
Learning for the next generation: Predicting the usage of synthetic learning environments
by Evans, Arthur William, III, Ph.D.  University of Central Florida. 2010: 103 pages; 3415062.
144.
Advantages, Disadvantages, and Experiences of One-to-One Technology in the Classroom
by Keller, Camilla K., M.Ed.  Minot State University. 2018: 105 pages; 10932032.
145.
The Panhellenic Project: Assessing learning engagement using Web 2.0 technologies
by Carter, Cheryl A., Ed.D.  Pepperdine University. 2008: 167 pages; 3330961.
147.
Unnecessary roughness: Viral video, circulation, and proof in the Ray Rice case
by Booker, Elizabeth Grace, M.A.  The University of North Carolina at Charlotte. 2016: 73 pages; 10118020.
148.
Contributing to a literacy of the body in videogame interaction
by Segovia, Sherri Dawn, Ph.D.  The University of Texas at Dallas. 2015: 127 pages; 3706679.
150.
Beyond dynamic textures: A family of stochastic dynamical models for video with applications to computer vision
by Chan, Antoni Bert, Ph.D.  University of California, San Diego. 2008: 291 pages; 3331461.
121 - 150 of 17389 displayed.
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