191 results on '"Beavis, Catherine"'
Search Results
2. Digital Games in the Museum: Perspectives and Priorities in Videogame Design
3. “Building the business model” or “Broadening our international perspectives”? Staff positioning on the values of hosting international students in the Australian school sector
4. Student Perspectives on First Year Experience Initiatives Designed for Pre-Service Teachers in Their First Weeks of University Study
5. Teacher Learning and the Everyday Digital
6. Digital literacies, digital games
7. International students in the first years of senior secondary schooling in Australia: Longing for belonging
8. Correction to: Shifting landscapes of digital literacy
9. Teacher learning and the everyday digital
10. When Will the Internet Be Connected? Digital Worlds and Belonging in the Lives of Globally Mobile Children
11. RTS and RPGs: New Literacies and Multiplayer Computer Games.
12. Reading in the digital age: Pleasures and practices across the print/digital divide
13. Magic or Mayhem? New Texts and New Literacies in Technological Times.
14. Literacy, English, and Computer Games.
15. Editorial
16. Bernard Newsome: 'What the learner knows is the starting point'
17. Shifting Practices and Frames: Literacy, Learning and Computer Games
18. Reading for pleasure in English class
19. Young People, Online Gaming Culture, and Education
20. Multimodal Literacy, Digital Games and Curriculum
21. 'Redstone Is Like Electricity': Children's Performative Representations in and around 'Minecraft'
22. 'Computer Games Can Get Your Brain Working': Student Experience and Perceptions of Digital Games in the Classroom
23. 'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds
24. Literature in subject English in Australia
25. Globalizing literature education in the Asia-pacific
26. Living in a Digital World
27. Games as Text, Games as Action: Video Games in the English Classroom
28. Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms
29. 'Turning around' to the affordances of digital games : English curriculum and students' lifeworlds.
30. Games as Text, Games as Action: VIDEO GAMES IN THE ENGLISH CLASSROOM
31. A Model for Critical Games Literacy
32. Literary English and the Challenge of Multimodality
33. ‘A Game isn't a Game Without Interaction’
34. Negotiating Pedagogical Transformation and Identity Performance Through Gameplay in Statecraft X
35. Serious Play
36. Serious Outcomes from Serious Play
37. Games as Text and Games as Action
38. English Revisited: Sucker Punch, Moffatt, Avatars and Forensic Evidence
39. 'A Chart for Further Exploration and a Kind of Rallying Call': James Moffett and English Curriculum History in Victoria
40. English in the Digital Age: Making English Digital
41. Young people, new media and education : participation and possibilities.
42. Paying Attention to Texts: Literacy, Culture and Curriculum
43. Would the 'Real' Girl Gamer Please Stand Up? Gender, LAN Cafes and the Reformulation of the 'Girl' Gamer
44. Video games in the classroom : developing digital literacies.
45. English revisited : Sucker Punch, Moffatt, avatars and forensic evidence.
46. Challenging Notions of Gendered Game Play: Teenagers Playing the Sims
47. Computer Games - Pushing at the Boundaries of Literacy
48. English in the Digital Age: Making English Digital
49. Annotated Bibliography of Research in the Teaching of English.
50. English Teaching and the Uses of History.
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