234 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
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. RTS and RPGs: New Literacies and Multiplayer Computer Games.
11. Reading in the digital age: Pleasures and practices across the print/digital divide
12. Magic or Mayhem? New Texts and New Literacies in Technological Times.
13. Literacy, English, and Computer Games.
14. Editorial
15. Bernard Newsome: 'What the learner knows is the starting point'
16. Shifting Practices and Frames: Literacy, Learning and Computer Games
17. Young People, Online Gaming Culture, and Education
18. Multimodal Literacy, Digital Games and Curriculum
19. 'Redstone Is Like Electricity': Children's Performative Representations in and around 'Minecraft'
20. 'Computer Games Can Get Your Brain Working': Student Experience and Perceptions of Digital Games in the Classroom
21. 'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds
22. Reading for pleasure in English class
23. Literature in subject English in Australia
24. Globalizing literature education in the Asia-pacific
25. Living in a Digital World
26. Games as Text, Games as Action: Video Games in the English Classroom
27. Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms
28. A Model for Critical Games Literacy
29. Literary English and the Challenge of Multimodality
30. ‘A Game isn't a Game Without Interaction’
31. Negotiating Pedagogical Transformation and Identity Performance Through Gameplay in Statecraft X
32. Serious Play
33. Serious Outcomes from Serious Play
34. Games as Text and Games as Action
35. English Revisited: Sucker Punch, Moffatt, Avatars and Forensic Evidence
36. 'A Chart for Further Exploration and a Kind of Rallying Call': James Moffett and English Curriculum History in Victoria
37. English in the Digital Age: Making English Digital
38. Young people, new media and education : participation and possibilities.
39. Paying Attention to Texts: Literacy, Culture and Curriculum
40. Would the 'Real' Girl Gamer Please Stand Up? Gender, LAN Cafes and the Reformulation of the 'Girl' Gamer
41. Video games in the classroom : developing digital literacies.
42. Shifting landscapes of digital literacy
43. Challenging Notions of Gendered Game Play: Teenagers Playing the Sims
44. Computer Games - Pushing at the Boundaries of Literacy
45. Annotated Bibliography of Research in the Teaching of English.
46. English Teaching and the Uses of History.
47. Annotated Bibliography of Research in the Teaching of English.
48. 'It Makes You Realize, Really, Just How Deep Your Subtext Is': Literature, Subjectivity, and Curriculum Change.
49. It's the E-thing: World of Warcraft Meets Coke in China
50. 'What I Really Like Now...': Renewal and Curriculum Change in Literature Teaching.
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