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

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

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.

13. Magic or Mayhem? New Texts and New Literacies in Technological Times.

14. Literacy, English, and Computer Games.

15. Editorial

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

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

31. A Model for Critical Games Literacy

32. Literary English and the Challenge of Multimodality

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

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

46. Challenging Notions of Gendered Game Play: Teenagers Playing the Sims

49. Annotated Bibliography of Research in the Teaching of English.

50. English Teaching and the Uses of History.

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