Monday, June 6, 2011     17:19

title_Industry Partners

title_Project Publications

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Publications – page 1

Apperley, T. & Beavis, C. (2013). A model for critical games literacy. e-Learning & Digital Media 10(1), 1-12.

Beavis, C. (2013) Multiliteracies in the Wild: Learning from computer games. In Merchant, G., Gillen, J., Marsh, J. & Davies, J. (Eds) Virtual literacies: interactive spaces for children and young people. Routledge, London. pp. 86-110.

Beavis, C. and O'Mara, J. (2013) Games as Text/Games as Action:

Digital Culture and Education
View Catherine and Joanne discussing "Games as Text/Games as Action"

Apperley, T. & Walsh, C. (2012). What digital games and literacy have in common: a heuristic for understanding pupils’ gaming literacy. Literacy, 46(3), 115-122.

Beavis, C., O’Mara, J. & McNeice, L. (Eds) (2012) Digital Games: literacy in action. Wakefield Press/ Australian Association for the Teaching of English, Adelaide

Muspratt, S. & Apperley, T. (2012). Patterns of digital gameplay in Australia high school students. In C. T. Tan (Ed.) Playing the system, the proceedings of the 8th Australasian conference on Interactive Entertainment
(pp. 17.1-17.9). New York: ACM.

Walsh, C. & Apperley. T. (2012). Paratexts in the literacy classroom. Martin, C., Ochsner, A. & Squire, K., (eds.). Proceedings GLS 8.0: Games +Learning +Society Conference (pp. 323-330). Pittsburg: ETC Press.

Apperley, T. & Beavis, C. (2011) Literacy into action: digital games as action and text in the English and Literacy classroom. Pedagogies: An International Journal. 6(2), 130-143

Beavis, C. & O'Mara, J. (2011, April) Literacy Learning and Computer Games: Attending to Game Play. Paper presented at Much Ado about English: Conference of the International Federation for the Teaching of English, University of Auckland, New Zealand

Apperley, T. (2010) What Gamestudies can teach us about videogames in the English and Literacy Classroom. Australian Journal of Language and Literacy 33(1) pp12-23

Apperley, T. (2010, December). A Model for Critical Digital Games Literacy . In C. Beavis (Chair). Making a difference? Literacy, learning and computer games. Symposium conducted at Making the Difference. Annual Conference of the Australian Association for Research in Education, University of Melbourne

Beavis, C. & Walsh, C. (2010, July). Away with words? Digital English and Computer Games. Paper presented at Away with Words: Annual Conference for the Australian Association for the Teaching of English, Perth

Beavis, C. (2010) Literacy, learning and online games: challenge and possibility in the digital age Keynote address, DIGITEL, Digital Game and Intelligent Toy Enhanced Learning April 12-16 Taiwan

Beavis, C. (2010, May) English in a digital world: Implications for the teaching of language, literature and literacy. Paper presented at English in a Digital World: English Teachers Association of Queensland, 22 May, Anglican Grammar School, Brisbane

Beavis, C. (2010, September) Digital Literacies, Digital Times: welcome to my world? Keynote address presented at Future Directions in Literacy Conference, University of Sydney

Beavis, C., & O'Mara, J. (2010). Computer games: pushing at the boundaries of literacy. Australian Journal of Language and Literacy, 33(1), 65-76.


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