234 results on '"Beavis, Catherine"'
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52. Pressing (the Right?) Buttons: Literacy and Technology, Crisis and Continuity.
53. Schooling & Sexualities: Teaching for a Positive Sexuality.
54. 'This Special Place': Literature in Senior Forms in the 1990s.
55. Young People, Online Gaming Culture, and Education
56. Constructing the subject : literature, teachers and curriculum change
57. VCE literature: A study in change
58. On textbooks, reading and change. Response to Brenton Doecke: The poststructuralist English classroom
59. Understanding Secondary School Student Education Experience: Aspiration, Belonging and Connectedness
60. Editorial—Narratives of equity: Policy, government and research
61. Researching new literacies, new technologies, new kids, new times, new…
62. Editorial
63. Teacher learning and the everyday digital
64. Making the Link between Reading and Writing: Experiments for Students and Teachers.
65. The space and practice of reading: a case study of reading and social class in Singapore
66. Narratives come to life through coding: digital game making as language and literacy curriculum
67. Serious play: Literacy, learning and digital games (Digital Games and Learning)
68. When will the Internet be connected? Digital worlds and belonging in the lives of globally mobile children
69. Social Networking and Young People: Privileging Student Voice
70. 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?
71. Shifting practices and frames: literacy, learning and computer games
72. Museums, games, and historical imagination: student responses to a games-based experience at the Australian National Maritime Museum
73. Virtual worlds as pedagogical places: experiences of higher education academics
74. Literacy in 3D. An integrated perspective in theory and practice
75. Children's Games in the New Media Age: Childlore, Media and Playground
76. Technology, Home and Gender: The Literacies of Third Culture Kids
77. Literary Constructions of Victorian Certificate of Education (V.C.E.) English
78. In the Eye of the Beholder: Intellectual Difference in Victorian Literature, Culture, and Beyond
79. Critical perspectives on curriculum and ICTs: the 3D model, literacy and computer games
80. 'Experts on the field': Redefining literacy boundaries
81. Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games
82. 27 Online and Internet-based Technologies: Gaming
83. Computer games, culture and curriculum
84. New Media Pathways
85. Online and Internet-Based Technologies: Gaming
86. Games and Broadcast Language
87. Twenty first century literature
88. ‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom
89. Doing without school! Spaces becomes places? Adolescent identity and engagement
90. MARITIME ARCHAEOLOGY AND VIDEO GAMES: WHAT DO VIDEOS GAMES HAVE TO OFFER?
91. Editorial : In Australian journal of language and literacy, v.33 n.1
92. Research methodologies in creative practice : literacy in the digital age of the twenty first century - learning from computer games
93. Literacy Education in the Age of New Media
94. New media pathways: Navigating the links between home, school, and the workplace
95. LAN cafes: cafes, places of gathering or sites of informal teaching and learning?
96. Critical perspectives on curriculum and ICTs: the 3D model, literacy and computer games
97. Book Reviews
98. Literacy into action: digital games as action and text in the English and literacy classroom
99. Literacy in the digital age: Learning from computer games
100. Editorial : How schools and schooling are represented in literature for young people
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