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Dive into the research topics where Roberta Thompson is active.

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Featured researches published by Roberta Thompson.


Serious play : literacy, learning, and digital games | 2017

Negotiating pedagogical transformation and identity performance through gameplay in statecraft X

Roberta Thompson; Catherine Beavis; Jason Zagami

Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning, and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay, and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.Children are often positioned as consumers of digital games, but what happens when they become the creators and producers of their own games? This chapter describes a digital game-making project in a Year 3/4 classroom where young students made their own digital games using the block coding program Scratch. While this project cuts across several curriculum areas, it was primarily designed as a Language and Literacies project with written composition at the centre.The case study data used in this chapter was collected from one teacher, Nick, and his Year 3/4 classes over a three-year period. While coding work in schools is generally located in Science, Technology and Mathematics education (STEM), Nick drew upon the affordances of Scratch to develop a strong language arts/ literacies focus through a game-making unit. In this way, the unit cuts across the curriculum, addressing many of the STEM standards in addition to those of Language and Literacy.For the Cook-Fort Worth Childrens Medical Center, David Schwarz offers a successful blend of comfort and delight.


Serious play : literacy, learning, and digital games | 2017

'A game isn’t a game without interaction’: students’ thoughts about the use of digital games in school

Catherine Beavis; Roberta Thompson; Sandy Muspratt

Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning, and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay, and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.Children are often positioned as consumers of digital games, but what happens when they become the creators and producers of their own games? This chapter describes a digital game-making project in a Year 3/4 classroom where young students made their own digital games using the block coding program Scratch. While this project cuts across several curriculum areas, it was primarily designed as a Language and Literacies project with written composition at the centre.The case study data used in this chapter was collected from one teacher, Nick, and his Year 3/4 classes over a three-year period. While coding work in schools is generally located in Science, Technology and Mathematics education (STEM), Nick drew upon the affordances of Scratch to develop a strong language arts/ literacies focus through a game-making unit. In this way, the unit cuts across the curriculum, addressing many of the STEM standards in addition to those of Language and Literacy.For the Cook-Fort Worth Childrens Medical Center, David Schwarz offers a successful blend of comfort and delight.


Learning, Media and Technology | 2015

Computer Games Can Get Your Brain Working: Student Experience and Perceptions of Digital Games in the Classroom.

Catherine Beavis; Sandy Muspratt; Roberta Thompson


E-learning and Digital Media | 2014

Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms

Catherine Beavis; Leonie Rowan; Michael L. Dezuanni; Christie McGillivray; Joanne O'Mara; Sarah Jane Prestridge; Colleen Stieler-Hunt; Roberta Thompson; Jason Zagami


Children & Youth Research Centre; Faculty of Education | 2014

Teachers’ beliefs about the possibilities and limitations of digital games in classrooms

Catherine Beavis; Leonie Rowan; Michael L. Dezuanni; Christie McGillivray; Joanne O'Mara; Sarah Jane Prestridge; Colleen Stieler-Hunt; Roberta Thompson; Jason Zagami


Developing a Networked School Community: A Guide to Realising the Vision | 2010

Student Health and Welfare in Networked School Communities

Kevin Larkin; Glenn Finger; Roberta Thompson


Archive | 2016

Teen Girls’ Online Participation: An Australian Study

Roberta Thompson


Archive | 2013

Supporting classroom management for challenging behaviour

Roberta Thompson; Lorelei Carpenter


Australian Journal of Middle Schooling | 2013

Being safe online: exploring the perceived importance and ease of undertaking tasks associated with managing online safety

Catherine Beavis; Sandy Muspratt; Roberta Thompson; Donna Pendergast


Archive | 2012

The ACMA cybersmart outreach program evaluation: qualitative report

Catherine Beavis; Donna Pendergast; Sandy Muspratt; Roberta Thompson; Anne Merten; Ledua Waqailiti; Jay Rebecca Deagon; Jo Reynolds

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Colleen Stieler-Hunt

University of the Sunshine Coast

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Michael L. Dezuanni

Queensland University of Technology

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