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"Yeah I'm A Girl. I Play Video Games.": Identity Work of Collegiate Women Gamers
DIGITAL INTERACTIVE GAMES FOR ASSESSMENT: A STUDY OF THE EFFECTIVENESS OF A DIGITAL GAME AS A MEASURE OF STUDENTS' UNDERSTANDING OF BOOLEAN LOGIC
CYBER SEXY:ELECTRONIC GAME PLAY AND PERCEPTIONS OF ATTRACTIVENESS AMONG COLLEGE-AGED MEN
GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING
Analyzing action game players' performance during distracted driving
Cooperative vs Competitive Goals in Educational Video Games
EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTIVE CHARACTERISTICS
The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement
Keeping Quiet: Investigating the Maintenance and Policing of Male-dominated Gaming Space
THE ROLE OF EXPECTATIONS IN THE PERCEIVED USEFULNESS AND ACCEPTANCE OF VIRTUAL REALITY AS A PREVENTATIVE TECHNIQUE FOR POST-TRAUMATIC STRESS DISORDER
INVESTIGATING FLOW, PRESENCE, AND ENGAGEMENT IN INDEPENDENT VIDEO GAME MECHANICS
FROM SHADOWMOURNE TO FOLK ART: ARTICULATING A VISION OF ELEARNING FOR THE 21ST CENTURY
ETHNOGRAPHIC REFLECTION ON GROUP FORMATION IN BLIZZARDÂÂ'S ÂÂ"WORLD OF WARCRAFTÂÂ"
GAME ASSESSMENT FOR MILTARY APPLICATION
Designing games for learning: An investigation of instructional designers, game designers, and teachers design decisions and epistemological beliefs
Video game self-efficacy and its effect on training performance
PROTOTYPE OF AN EDUCATIONAL GAME FOR KNOWLEDGE RETENTION IN YOUTH HEALTH EDUCATION
EFFECTS OF A COMPUTER GAME ON MATHEMATICS ACHIEVEMENT AND CLASS MOTIVATION: AN EXPERIMENTAL STUDY
COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE
EVALUATION OF COMPUTER-BASED SIMULATION FOR PAIN MANAGEMENT EDUCATION

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