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Paralect: an example of transition focused design
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Violent video games: Aggression, arousal, and desensitization in young adolescent boys
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The psychological aspects of Jesus' religious inheritance
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The psychology and methodology of primary reading
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Games mothers play with their four month old fullterm or premature infants
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Exploring empathy through negotiation
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The role of client sense of humor on therapeutic outcome
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Video game performance in epileptic children: Demographic, medical history and drug effect characteristics
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Development of a computer game for differentiation between normal and hyperactive children based on response time and impulsivity
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A study of the effectiveness of remedial in a permissive situation.
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Social desirability bias and affective correlates in imagined cooperative learning settings
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Gender-role bias in the therapeutic setting: Do counselors display gender-role bias toward clients with presenting problems of career and personal-social relationship concerns
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Self-presence: body, emotion, and identity extension into the virtual self
Paths to sex role redefinition in dual-career women
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Development Of A Mid Primary Screening Battery For Schools Of A High Socioeconomic Community
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Decision Making:  An Individually Parameterized Deterministic Model
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An experiment in the development of a social-adjustment program for junior high school boys.
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A special study of six junior high school behavior-problem boys.
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Helping teachers study and treat the unadjusted child in the elementary classroom---a handbook.
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A social adjustment class for primary children: A preventive program.
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Male friendship: The correlation between homophobia, male sex role identity and intimacy in male friendship
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Academic cheating and its relation to other unethical behaviors
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Virtual worlds as contact zones: development, localization, and intergroup communication in MMORPGs
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A description and comparison of game playing behavior of preadolescent boys 9 to 11 years of age with and without developmental dyspraxia
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Deep immersive vs light social: an examination of fan engagement strategies of Game of thrones and Orange is the new black
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