46 results on '"Beavis, Catherine"'
Search Results
2. Digital Games in the Museum: Perspectives and Priorities in Videogame Design
3. Student Perspectives on First Year Experience Initiatives Designed for Pre-Service Teachers in Their First Weeks of University Study
4. “Building the business model” or “Broadening our international perspectives”? Staff positioning on the values of hosting international students in the Australian school sector
5. Teacher Learning and the Everyday Digital
6. Digital literacies, digital games
7. International students in the first years of senior secondary schooling in Australia: Longing for belonging
8. Correction to: Shifting landscapes of digital literacy
9. When Will the Internet Be Connected? Digital Worlds and Belonging in the Lives of Globally Mobile Children
10. Reading in the digital age: Pleasures and practices across the print/digital divide
11. Editorial
12. Bernard Newsome: 'What the learner knows is the starting point'
13. Shifting Practices and Frames: Literacy, Learning and Computer Games
14. Young People, Online Gaming Culture, and Education
15. Multimodal Literacy, Digital Games and Curriculum
16. 'Redstone Is Like Electricity': Children's Performative Representations in and around 'Minecraft'
17. 'Computer Games Can Get Your Brain Working': Student Experience and Perceptions of Digital Games in the Classroom
18. 'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds
19. Reading for pleasure in English class
20. Literature in subject English in Australia
21. Globalizing literature education in the Asia-pacific
22. Living in a Digital World
23. ‘A Game isn't a Game Without Interaction’
24. Negotiating Pedagogical Transformation and Identity Performance Through Gameplay in Statecraft X
25. Serious Play
26. Serious Outcomes from Serious Play
27. Games as Text and Games as Action
28. Shifting landscapes of digital literacy
29. Constructing the subject : literature, teachers and curriculum change
30. Understanding Secondary School Student Education Experience: Aspiration, Belonging and Connectedness
31. Teacher learning and the everyday digital
32. The space and practice of reading: a case study of reading and social class in Singapore
33. Narratives come to life through coding: digital game making as language and literacy curriculum
34. Serious play: Literacy, learning and digital games (Digital Games and Learning)
35. When will the Internet be connected? Digital worlds and belonging in the lives of globally mobile children
36. Social Networking and Young People: Privileging Student Voice
37. The Changing Role of Teachers and Students in an ICT English Unit: Is ICT the ‘Harry Potter’s Wand’ for Engaging Student Learning and Developing Pedagogy in English?
38. Shifting practices and frames: literacy, learning and computer games
39. Museums, games, and historical imagination: student responses to a games-based experience at the Australian National Maritime Museum
40. Virtual worlds as pedagogical places: experiences of higher education academics
41. Children's Games in the New Media Age: Childlore, Media and Playground
42. Technology, Home and Gender: The Literacies of Third Culture Kids
43. Literary Constructions of Victorian Certificate of Education (V.C.E.) English
44. In the Eye of the Beholder: Intellectual Difference in Victorian Literature, Culture, and Beyond
45. MARITIME ARCHAEOLOGY AND VIDEO GAMES: WHAT DO VIDEOS GAMES HAVE TO OFFER?
46. Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.