Browse by UCL people
Group by: Type | Date
Number of items: 9.
Article
Carr, D;
(2019)
Bodies That Count: Augmentation, Community, and Disability in a Science Fiction Game.
Journal of Literary & Cultural Disability Studies
, 14
(4)
pp. 421-436.
10.3828/jlcds.2020.28.
|
Carr, D;
(2017)
Methodology, Representation and Games.
Games and Culture
10.1177/1555412017728641.
(In press).
|
Carr, D;
Puff, C;
(2019)
Games, play, meaning and Minecraft.
Well Played
, 8
(2)
|
Oliver, M;
Carr, D;
(2009)
Learning in virtual worlds: Using communities of practice to explain how people learn from play.
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
, 40
(3)
pp. 444-457.
10.1111/j.1467-8535.2009.00948.x.
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Book chapter
Carr, D;
(2022)
Representations of Ability in Digital Games.
In: Ellis, K and Kent, M and Leaver, T, (eds.)
Gaming Disability: Disability Perspectives on Contemporary Video Games.
Routledge: London, UK.
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Carr, Diane;
(2005)
The Rules of the Game, The Burden of Narrative: Enter The Matrix.
In: Gillis, Stacy, (ed.)
Matrix Trilogy; Cyberpunk Reloaded.
(pp. 36-47).
Wallflower Press: London, UK.
|
Carr, Diane;
Pelletier, Caroline;
(2008)
Gamers, Gender and Representation.
In: Ferdig, R, (ed.)
Handbook of Research on Effective Electronic Gaming in Education.
(pp. 911-921).
IGI Global: Hershey, PA.
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Carr, D;
(2002)
Playing with Lara.
In: King, G and Krzywinska, T, (eds.)
Screenplay : cinema/videogames/interfaces.
(pp. 171-180).
Wallflower Press: London, UK.
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Report
Carr, D;
Crook, C;
Noss, R;
Carmichael, P;
Selwyn, N;
(2008)
Education 2.0? Designing the web for teaching and learning: A Commentary by the Technology Enhanced Learning phase of the Teaching and Learning Research Programme.
Teaching and Learning Research Programme, Institute of Education, University of london: London.
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