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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.

56. Constructing the subject : literature, teachers and curriculum change

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

62. Editorial

64. Making the Link between Reading and Writing: Experiments for Students and Teachers.

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)

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?

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

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

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

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

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

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

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