43 results on '"Beavis, Catherine"'
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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?
14. Shifting practices and frames: literacy, learning and computer games
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
22. Critical perspectives on curriculum and ICTs: the 3D model, literacy and computer games
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
27. Editorial : In Australian journal of language and literacy, v.33 n.1
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
30. LAN cafes: cafes, places of gathering or sites of informal teaching and learning?
31. Critical perspectives on curriculum and ICTs: the 3D model, literacy and computer games
32. Editorial : How schools and schooling are represented in literature for young people
33. Teaching the English subjects: essays on English curriculum history and Australian schooling
34. New media pathways : navigating the links between home, school and the workplace
35. Literature in English language learning in China in tertiary education
36. Literature in English language learning in China in tertiary education
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
41. Literature in English language learning in China in tertiary education
42. Literature in English language learning in China in tertiary education
43. Literature in English language learning in China in tertiary education
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