Chris Walsh
Title
Cited by
Cited by
Year
Creativity as capital in the literacy classroom: Youth as multimodal designers
CS Walsh
Literacy 41 (2), 79-85, 2007
1362007
What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy
T Apperley, C Walsh
Literacy 46 (3), 115-122, 2012
912012
Systems-based literacy practices: Digital games research, gameplay and design
C Walsh
Australian Journal of Language and Literacy, The 33 (1), 24, 2010
792010
Gaming capital: Rethinking literacy
C Walsh, T Apperley
652009
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
542009
The multi‐modal redesign of school texts
CS Walsh
Journal of Research in Reading 32 (1), 126-136, 2009
472009
Louise Rosenblatt seeks QtAznBoi@ aol. com for LTR: Using chat rooms in interdisciplinary middle school classrooms
J Albright, K Purohit, C Walsh
Journal of Adolescent & Adult Literacy 45 (8), 692-675, 2002
442002
Digital literacies
C Walsh
Encyclopedia of Educational Philosophy and Theory, 532-7, 2016
43*2016
The vital program: Transforming ICT professional development
P Bradshaw, P Twining, CS Walsh
American journal of distance education 26 (2), 74-85, 2012
422012
The ‘trainer in your pocket’: Mobile phones within a teacher continuing professional development program in Bangladesh
CS Walsh, T Power, M Khatoon, SK Biswas, AK Paul, BC Sarkar, ...
Professional Development in Education 39 (2), 186-200, 2013
382013
'Turning around'to the affordances of digital games: English curriculum and students' lifeworlds
C Beavis, C Walsh, C Bradford, J O'Mara, T Apperley, A Gutierrez
English in Australia 50 (2), 30, 2015
232015
Equality, participation and inclusion 2: Diverse contexts
J Rix, M Nind, K Sheehy, K Simmons, J Parry, R Kumrai
Routledge, 2010
212010
Interrupting discourses around gender through collective memory work and collaborative curriculum research in middle school
KD Purohit, C Walsh
Sex Education: Sexuality, Society and Learning 3 (2), 171-183, 2003
202003
Researching digital game players: Gameplay and gaming capital
C Walsh, T Apperley
192008
E-learning in Bangladesh: the'trainer in your pocket'
C Walsh
182011
Using gaming paratexts in the literacy classroom
C Walsh, T Apperley
ETC Press, 2012
162012
Jamming visual culture
J Albright, C Walsh
Literacy Learning: The Middle Years 11 (2), 15-21, 2003
162003
A co-creativity theoretical framework to foster and evaluate the presence of wise humanising creativity in virtual learning environments (VLEs)
C Walsh, K Chappell, A Craft
Thinking skills and creativity 24, 228-241, 2017
152017
Digital local agenda: bridging the digital divide
I Walterova, L Tveit
Transforming Government: People, Process and Policy 6 (4), 345-357, 2012
152012
Leveraging low-cost mobile technologies in Bangladesh: A case study of innovative practices for teacher professional development and communicative English language teaching
CS Walsh, P Shrestha, C Hedges
International Conference on ICT in Teaching and Learning, 152-166, 2011
152011
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Articles 1–20