Biblio

Exporter 42 resultats:
Auteur Titre Type [ Année(Desc)]
Filtres: Première Lettre Du Titre est C  [Clear All Filters]
1999
Hirsh, S.. G. (1999).  Children’s relevance criteria and information-seeking on electronic resources. Journal of the American Society for Information Science. 50(14), 265-283.
2006
Consalvo, M. (2006).  Console video games and global corporations : Creating a hybrid culture.. New Media and SocietyNew Media and Society. 8, 117-137.
2007
Bilal, D., & Bachir I. (2007).  Children's interaction with cross-cultural and multilingual digital libraries: I. Understanding interface design representations. Information Processing and Management.
Walsh, C. S. (2007).  Creativity as capital in the literacy classroom : Youth as multimodal design. Literacy, The United Kingdom Literacy AssociationLiteracy, The United Kingdom Literacy Association. 41, 79-85.
Sanford, K., & Madill L. (2007).  Critical literacy learning through video games: Adolescent boys’ perspectives.. E-learning and digital mediaE-learning and digital media. 4, 285-296.
2008
Bull, G., Thompson A., Searson M., Garofalo J., Park J., TYoung C., et al. (2008).  Connecting informal and formal learning experiences in the age of participatory media. Contemporary issues in technology and teacher educationContemporary issues in technology and teacher education. 8, 100-107.
Metzger, M. J., & Metzger M. J. (2008).  Credibility and trust of information in online environments : The use of cognitive heuristics. Journal of Pragmatics. 210-220.
2010
Labrecque, M. (2010).  Culture en déplacement. Entre les lignes: le plaisir de lire au Québec. 6(2), 21. (579.98 Ko)

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