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46 results on '"Beavis, Catherine"'

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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

5. Teacher Learning and the Everyday Digital

9. When Will the Internet Be Connected? Digital Worlds and Belonging in the Lives of Globally Mobile Children

11. Editorial

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

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

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)

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?

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

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

46. Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms

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