Young People, Online Gaming Culture, and Education

Author:

Beavis Catherine

Publisher

Springer Singapore

Reference40 articles.

1. Anderson, M., Carroll, J., & Cameron, D. (Eds.). (2009). Drama education with digital technology. London: Continuum.

2. Beavis, C. (2013). Multiliteracies in the wild: Learning from computer games. In G. Merchant, J. Gillen, J. Marsh, & J. Davies (Eds.), Virtual literacies: Interactive spaces for children and young people (pp. 57–74). New York: Routledge.

3. Beavis, C. (2015). Multimodal literacy, digital games and curriculum. In T. Lowrie & R. Jorgensen (Eds.), Digital games and Mathematics learning: Potential, promises and pitfalls. Netherlands: Springer.

4. Beavis, C., O’Mara, J., & McNeice, L. (Eds.). (2012). Digital games: Literacy in action. Adelaide: Wakefield Press.

5. Beavis, C., Rowan, L., Dezuanni, M., McGillivray, C., O’Mara, J., Prestridge, S., Stieler-Hunt, C., Thompson, R., & Zagami, J. (2014). Teachers’ beliefs about the possibilities and limitations of digital games in classrooms. E-Learning and Digital Media, 11(6).

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