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26 results on '"Beavis, Catherine"'

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1. Digital games in the museum: perspectives and priorities in videogame design.

2. Teacher learning and the everyday digital.

3. When will the Internet be connected? Digital worlds and belonging in the lives of globally mobile children.

5. Editorial.

9. MUSEUMS, GAMES, AND HISTORICAL IMAGINATION: STUDENT RESPONSES TO A GAMES-BASED EXPERIENCE AT THE AUSTRALIAN NATIONAL MARITIME MUSEUM.

10. 'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds.

11. ‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom.

12. Games as Text, Games as Action.

13. Being safe online: Exploring the perceived importance and ease of undertaking tasks associated with managing online safety.

14. Literary English and the Challenge of Multimodality.

15. English Revisited: Sucker Punch, Moffatt, Avatars and Forensic Evidence.

16. Literacy into action: digital games as action and text in the English and literacy classroom.

17. 'A Chart for Further Exploration and a Kind of Rallying Call': James Moffett and English Curriculum History in Victoria.

19. Literacy in the digital age: Learning from computer games.

20. Would the 'real' girl gamer please stand up? Gender, LAN cafés and the reformulation of the 'girl' gamer.

21. Challenging Notions of Gendered Game Play: Teenagers playing The Sims.

22. LAN cafés: cafés, places of gathering or sites of informal teaching and learning?

24. IT'S THE E-THING: World of Warcraft Meets Coke in China.

26. Book Reviews.

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