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Your search keyword '"Beavis, Catherine"' showing total 18 results

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18 results on '"Beavis, Catherine"'

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1. Digital Games in the Museum: Perspectives and Priorities in Videogame Design

2. 'Redstone Is Like Electricity': Children's Performative Representations in and around 'Minecraft'

3. 'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds

4. Games as Text, Games as Action: Video Games in the English Classroom

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

6. A Model for Critical Games Literacy

7. Literary English and the Challenge of Multimodality

8. Would the 'Real' Girl Gamer Please Stand Up? Gender, LAN Cafes and the Reformulation of the 'Girl' Gamer

11. ‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom.

12. Literacy into action: digital games as action and text in the English and literacy classroom.

13. Computer games - pushing at the boundaries of literacy.

14. Literacy in the digital age: Learning from computer games.

15. Challenging Notions of Gendered Game Play: Teenagers playing The Sims.

16. LAN cafés: cafés, places of gathering or sites of informal teaching and learning?

17. IT'S THE E-THING: World of Warcraft Meets Coke in China.

18. Editorial.

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