49 results on '"Beavis, Catherine"'
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2. Reading in the digital age: Pleasures and practices across the print/digital divide
3. Reading for pleasure in English class
4. Literature in subject English in Australia
5. Globalizing literature education in the Asia-pacific
6. Living in a Digital World
7. Correction to: Shifting landscapes of digital literacy
8. Shifting landscapes of digital literacy
9. ‘A Game isn't a Game Without Interaction’
10. Negotiating Pedagogical Transformation and Identity Performance Through Gameplay in Statecraft X
11. Serious Play
12. Serious Outcomes from Serious Play
13. Games as Text and Games as Action
14. Shifting Practices and Frames: Literacy, Learning and Computer Games
15. Young People, Online Gaming Culture, and Education
16. Multimodal Literacy, Digital Games and Curriculum
17. Young People, Online Gaming Culture, and Education
18. Digital games in the museum: perspectives and priorities in videogame design
19. International students in the first years of senior secondary schooling in Australia: Longing for belonging
20. Teacher learning and the everyday digital
21. The space and practice of reading: a case study of reading and social class in Singapore
22. When will the Internet be connected? Digital worlds and belonging in the lives of globally mobile children
23. Children's Games in the New Media Age: Childlore, Media and Playground
24. ‘Redstone is like electricity’: Children’s performative representations in and aroundMinecraft
25. 27 Online and Internet-based Technologies: Gaming
26. Computer games, culture and curriculum
27. New Media Pathways
28. Online and Internet-Based Technologies: Gaming
29. Games and Broadcast Language
30. Twenty first century literature
31. ‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom
32. Games as Text, Games as Action
33. Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms
34. Literary English and the Challenge of Multimodality
35. Literacy Education in the Age of New Media
36. A Model for Critical Games Literacy
37. Book Reviews
38. Literacy into action: digital games as action and text in the English and literacy classroom
39. ‘A Chart for Further Exploration and a Kind of Rallying Call’: James Moffett and English Curriculum History in Victoria
40. Computer games — pushing at the boundaries of literacy
41. Editorial
42. Literacy in the digital age: Learning from computer games
43. Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’ gamer
44. Challenging Notions of Gendered Game Play: Teenagers playingThe Sims
45. LAN cafés: cafés, places of gathering or sites of informal teaching and learning?
46. It Makes You Realize, Really, Just How Deep Your Subtext Is
47. Editorial—Narratives of equity: Policy, government and research
48. Researching new literacies, new technologies, new kids, new times, new…
49. ‘This Special Place’: Literature in Senior Forms in the 1990s
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