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43 results on '"Beavis, Catherine"'

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1. Student Perspectives on First Year Experience Initiatives Designed for Pre-Service Teachers in Their First Weeks of University Study

2. RTS and RPGs: New Literacies and Multiplayer Computer Games.

3. Magic or Mayhem? New Texts and New Literacies in Technological Times.

4. Literacy, English, and Computer Games.

5. Shifting landscapes of digital literacy

6. Annotated Bibliography of Research in the Teaching of English.

7. Annotated Bibliography of Research in the Teaching of English.

8. 'It Makes You Realize, Really, Just How Deep Your Subtext Is': Literature, Subjectivity, and Curriculum Change.

9. Understanding Secondary School Student Education Experience: Aspiration, Belonging and Connectedness

10. Narratives come to life through coding: digital game making as language and literacy curriculum

11. Serious play: Literacy, learning and digital games (Digital Games and Learning)

12. Social Networking and Young People: Privileging Student Voice

13. 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?

15. Museums, games, and historical imagination: student responses to a games-based experience at the Australian National Maritime Museum

16. Virtual worlds as pedagogical places: experiences of higher education academics

17. Technology, Home and Gender: The Literacies of Third Culture Kids

18. Literary Constructions of Victorian Certificate of Education (V.C.E.) English

19. In the Eye of the Beholder: Intellectual Difference in Victorian Literature, Culture, and Beyond

20. 'Redstone is like electricity': children's performative representations in and around Minecraft

21. 'Turning around' to the affordances of digital games: English curriculum and students' lifeworlds

23. Teachers' beliefs about the possibilities and limitations of digital games in classrooms

24. Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games

25. A model for critical games literacy

26. Doing without school! Spaces becomes places? Adolescent identity and engagement

28. Research methodologies in creative practice : literacy in the digital age of the twenty first century - learning from computer games

29. New media pathways: Navigating the links between home, school, and the workplace

37. Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games

38. Australian Journal of Language and Literacy, Volume 33, No. 1 (editorial)

39. Australian Journal of Language and Literacy, Volume 33, No. 1 (editorial)

40. Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games

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