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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults

Smallwood, Kent. January 1900 (has links)
Thesis (Ph.D.)--Western Michigan University, 2007. / Adviser: R. Wayne Fuqua. Includes bibliographical references.
2

Relations between videogame play and 8th-graders' mathematics achievement

Tobias, Scott A. Rudy, Duane. Ispa, Jean. January 2009 (has links)
Title from PDF of title page (University of Missouri--Columbia, viewed on Feb 24, 2010). The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Dissertation advisor: Dr. Jean Ispa and Dr. Duane Rudy. Vita. Includes bibliographical references.
3

Adolescents and video games what I discovered about authentic learning and video games /

Tisa, Lynda Giselle. January 2005 (has links)
Thesis (Ed.D.)--University of Delaware, 2005. / Principal faculty adviser: Christopher M. Clark, School of Education. Includes bibliographical references.
4

The relation between playing violent single and multiplayer video games and adolescents' aggression, social competence, and academic adjustment

Drummond, Jason A. January 2009 (has links)
Thesis (M.A.)--Bowling Green State University, 2009. / Document formatted into pages; contains xi, 90 p. Includes bibliographical references.
5

The impact of in-game advertising on players' attitudes and purchasing behavior towards video games

Wydick, James R. January 2008 (has links) (PDF)
Thesis (M.B.A.)----University of North Carolina Wilmington, 2008. / Title from PDF title page (viewed May viewed May 28, 2009) Includes bibliographical references (p. 35-37)
6

Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game

Rice, John W., 1967- 12 1900 (has links)
Educational video games have proven a useful tool for educators, offering experiential pedagogy in a variety of fields. Predicting the success of a video game in engaging students and motivating them to work with relevant material is problematic. One approach was attempted through administering the Myers-Briggs Personality Type Indicator to 42 high school students and observing subsequent voluntary performance on a popular mathematics video game throughout one semester. Game dynamics matching certain personality elements of the students generally correlated between learning preferences in the classroom and in the online gaming environment. Students who enjoyed group dynamics in classroom settings likewise indicated enthusiasm for the group dynamics in game play. Those students preferring structured learning environments may prefer less open ended virtual learning gaming environments. Since the game incorporated multiple choice questions and rewarded correct choices made quickly, those students with personality styles in which questions are carefully considered before answering suffered in points scored compared to those used to making fast intuitive choices in exam settings. Additional studies, including those with larger populations and different types of video games, are needed for more definite conclusions.
7

Differences in Body Mass of Children Who use Sedentary Video Games versus Children Who Use Wii

Gilbert, Katherine G. January 2010 (has links)
Thesis (Masters) -- The College of Saint Elizabeth, 2010. / Typescript. Available at The College of Saint Elizabeth - Office of Graduate Programs. "March 2010"

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