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Research & Evidence Base
This roadmap highlights, in an accessible way, some existing and emerging digital technologies and their potential to create deeper and authentic learning opportunities in school and post-school...
This paper suggest that serious computer games can be used as digital tools to assist students overcome the shame associated with poor literacy and provide an engaging way to learn.
This article uses Foucauldian discourse analysis to identify two subject positions within Australia's Widening Participation higher education policy.