Catherine Beavis
Cited by
Cited by
Computer games, culture and curriculum
C Beavis
Page to screen: Taking literacy into the electronic era, 185-210, 1998
Would the ‘real’girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’gamer
C Beavis, C Charles
Gender and education 19 (6), 691-705, 2007
Literacy into action: Digital games as action and text in the English and literacy classroom
T Apperley, C Beavis
Pedagogies: An international journal 6 (2), 130-143, 2011
‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom
C Beavis, S Muspratt, R Thompson
Learning, media and technology 40 (1), 21-42, 2015
A model for critical games literacy
T Apperley, C Beavis
E-learning and Digital Media 10 (1), 1-12, 2013
‘Redstone is like electricity’: Children’s performative representations in and around Minecraft
M Dezuanni, J O’Mara, C Beavis
E-learning and Digital Media 12 (2), 147-163, 2015
Games as text, games as action: Video games in the English classroom
C Beavis
Journal of Adolescent & Adult Literacy 57 (6), 433-439, 2014
Computer games-pushing at the boundaries of literacy
C Beavis, J O'Mara
Australian Journal of Language and Literacy, The 33 (1), 65-76, 2010
Literacy in 3D: An integrated perspective in theory and practice
W Green, C Beavis
Acer Press, 2012
Doing literacy online: Teaching, learning and playing in an electronic world
I Snyder, C Beavis
Hampton Press, 2004
Challenging Notions of Gendered Game Play: Teenagers playing The Sims
C Beavis, C Charles
Discourse: Studies in the cultural politics of education 26 (3), 355-367, 2005
Teaching the English subjects: Essays on English curriculum history and Australian schooling
B Green, C Beavis
Deakin University Press, 1996
Teachers' beliefs about the possibilities and limitations of digital games in classrooms
C Beavis, L Rowan, M Dezuanni, C McGillivray, J O'Mara, S Prestridge, ...
E-learning and Digital Media 11 (6), 569-581, 2014
Literacy in the digital age: Learning from computer games
C Beavis, T Apperley, C Bradford, J O’mara, C Walsh
English in Education 43 (2), 162-175, 2009
Reading, writing and role-playing computer games
C Beavis
Silicon literacies: Communication, innovation and education in the …, 2002
Digital culture, digital literacies: Expanding the notions of text
C Beavis
P (ICT) ures of English: Teachers, learners and technology, 145-161, 2001
LAN cafés: cafés, places of gathering or sites of informal teaching and learning?
C Beavis, H Nixon, S Atkinson
Education, Communication & Information 5 (1), 41-60, 2005
Serious play: Literacy, learning and digital games
C Beavis
Serious play, 1-18, 2017
Digital games: Literacy in action
C Beavis, J O'Mara, L McNeice
Wakefield Press, 2012
Multiliteracies in the wild: Learning from computer games
C Beavis
Virtual literacies, 66-83, 2012
The system can't perform the operation now. Try again later.
Articles 1–20