Biblio

Exporter 620 resultats:
Auteur Titre [ Type(Asc)] Année
Article de journal
Peppler, K. A., & Kafai Y. B. (2007).  From supergoo to scratch : Exploring creative digital media production in informal learning. Learning, Media & Technology. 32, 149-166.
Squire, K. D. (2010).  From information to experience: Place-based augmented reality games as a model for learning in a globally networked society. Teachers College RecordTeachers College Record. 112, 2565-2602.
Ng, W., & Nicholas H. (2013).  A framework for sustainable mobile learning in schools. British Journal of Educational Technology. 44, 695-715.
Halverson, E. Rosenfeld (2010).  Film as identity exploration : A multimodal analysis of youth produced films. Teachers College RecordTeachers College Record. 112, 2352-2378.
Conrad, D. (2004).  Exploring risky youth experiences : Popular theatre as a participatory, performative research method. International Journal of Qualitative MethodsInternational Journal of Qualitative Methods. 3, 1-24.
Maczewski, M. (2002).  Exploring identities through the Internet : Youth experiences online. Child and Youth Care ForumChild and Youth Care Forum. 31, 111-129.
Grillo, S. Vieira de (2007).  Épistémologie et genres du discours dans le cercle de Bakhtine. Linx, revue des linguistes de l'Université Paris Ouest Nanterre La Défense (en ligne)Linx, revue des linguistes de l'Université Paris Ouest Nanterre La Défense (en ligne). 19-36.
Crozat, S., Bachimont B., Cailleau I., Bouchardon S., & Gaillard L. (2011).  Éléments pour une théorie opérationnelle de l'écriture numérique. Document numériqueDocument numérique. 14, 9-33.
Harris, A., Jones M., & Baba S. (2013).  Distributed leadership and digital collaborative learning : A synergistic relationship?. British Journal of Educational Technology. 44, 926-939.
Abrizah, A., & Zainab AN. (2011).  Digital libraries in the classroom: Secondary school teachers’ conception. Journal of Librarianship and Information Science. 43(4), 224– 236.
Boulaire, C., Hervet G., & Graf R. (2013).  Déambulation et cueillette dans le bois digital de YouTube : Construction d’une approche spatiale et narrative de la recherche.. Recherches qualitativesRecherches qualitatives. 32, 252-274.
Clary, D., Lachuck A. Johnson, Corley A. M., & Spence L. (2001).  Critique! Design! Engage! Opening New Spaces for Multimodal Experiences. Language Arts . 89 , 136-140 .
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.
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.
Consalvo, M. (2006).  Console video games and global corporations : Creating a hybrid culture.. New Media and SocietyNew Media and Society. 8, 117-137.
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.
Albers, P., & Harste J. C. (2007).  The Arts, New Literacies, and Multimodality. English Education. 40 , 6-20 .
Barton, G. (2003).  The Arts and Literacy: What Does it Mean to be Arts Literate?. International Journal of Education & the Arts. 14 , 1-21 .
Albers, P. (1997).  Art as Literacy. Language Arts Language Arts . 74 , 338-350 .
McClay, J. Kedersha, Mackey M., Carbonaro M., Szafron D., & Schaeffer J. (2007).  Adolescents composing fiction in digital game and written formats : Tacit, explicit and metacognitive strategies.. E-learningE-learning. 4, 273-284.

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