Resources found while participating in EDTECH 541: Integrating Technology into the Classroom Curriculum.

Vision Statement

Jenkins, H., Clinton, K., Purushotma, R., Robison, A., and Weigel, M. (2006) Confronting the challenges of participatory culture: Media education for the 21st Century. John D. and Catherine T. MacArthur Foundation. Retrieved

This is the original paper from this group of scholars. There is 2009 edition and also a book that continues the conversation that was published in 2015. It cover new media literacy skills such as performance, simulation, multitasking, distribute cognition, transmedia navigation and networking.

Office of Educational Technology, U.S Department of Education (2016). Future ready learning: Reimaging the role of technology in education. Retrieved from

This is the U.S. national education technology plan. It is 101 pages with lengthy bibliography after each section. Currently there is no Congress mandated plan scheduled so this plan will be relevant for awhile. It was created for a broad range of stakeholders to include teachers, parents, researchers, higher education leaders and educational organizations. The plan suggest that works still needs to be done on the digital use divide. This is the gap between students who have access to technology and the Internet but where technology is still being used for passive consumption.

Instructional Software

Kahoot. (n.d.) Retrieved from

Game show like assessment tool can be used on mobile devices. It is a form of student response system (SRS) where the teacher can upload questions and give students options to respond. It is fundamentally a gamified form of clickers.

Pedercini, P. (2006). McDonald’s Videogame. [Video game]. Italy: Molleindustria.
Molleindustria. (n.d.) Retrieved from

Flash based game that has player go through four distinct ares of the food supply chain.
It stats with slash and burn agriculture, then moves to feed lots, then focuses on the coporate board room where players make marketing decisions to staffing a McDonalds.

Rieber, L. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational technology research and development, 44 (2), 43-58.

Article on microworlds, games and simulations and how play should be part of education. Rieber recognizes and outlines the usefulness of games and simulations based on Vygotsky’s social constructivism theory.

Slack. (n.d.) Retrieved from

Industry organizational tool that is becoming popular with innovative agencies. It takes the place of emails for groups and project management software.

Basic Suite 

Bradley, T. (n.d.) Office 365 vs. Google Docs showdown: Feature by Feature. Retrieved from

Article details and compares each feature of Office 365 and Google Docs. PCWorld is an IT industry journal so the focus is much more on workflow than teaching but teachers can extrapolate for their own situations.

Ravenscraft, E. (2014, November 14). Battle of the mobile office suites: Microsoft Office vs. Google Docs. Retrieved from

This article compares and contrasts Microsoft Office and Google Docs. Lifehaker is a popular technology blog that takes the view of an individual user and looks for practical and easy solutions.

Basic Suite – Spreadsheets

Google Add-Ons. (n.d.). [Website] Retrieved from

Tutorial on designing in Google Docs and importing into Survey Monkey. Importing into Survey Monkey is not intuitive so this carefully goes over each step.

SurveyMonkey to Google Spreadsheets via Zapier (2013, August 12).[YouTube Video]. Retrieved from

Video on how to use the workflow connection app Zapier to import survey monkey results into Google Spreadsheets.

Video for 21st Century Learning

All three resources address situated learning. Chee and Kapp take the discussion further on how multimedia and online environments can provide learners modeling, coaching and scaffolding.

Brown, J. S., Collins, A., & Duguid, P. (1989). Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), 32-42.

These author discuss how online learning in the of different mediums can provide for situated learning. They not only discuss the potential for the Internet but also video.

Chee, Y. S. (1995). Cognitive apprenticeship and its application to the teaching of Smalltalk in a multimedia interactive learning environment. Instructional Science, 23, 133–161.

Chee has written a case study on how a website with video and other interactive tools can help students and teachers created situation learning online.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer, p. 68 – 70.

Kapp highlights how games and game communities provide scaffolding and coaching through tutorials made by communities of practice in game.

Acceptable Use Policies (n.d.) U.S. Copyright Office. Retrieved from

Frequently asked questions about copyright. (n.d.) U.S. Copyright Office. Retrieved from

Links that can be added to Acceptable Use Policy for copyright questions. These question include: What is copyright and What does copyright protect?

Legal sources of online content. (2013, May 16) EDUCAUSE. Retrieved from

EDUCAUSE compiled list of legal downloads of music and videos.This list cites the Higher Education Opportunity Act requirement of all colleges and universities to offer legal alternatives to unauthorized downloads.

Social Networks and Community Building

Novak, K., Bennani, F. and C.Luchs (2015, November 15). So You Think You Can Tweet …in Multiple Languages? Slides presented at GLOBALEDCON. Retrieved March2, 2016.

Presentation of a tweetchat done in multiple languages. This tweetchat was a collaboration of three ISTE Networks, Global Collaboration Network, Mobile Learning Network and Games & Simulations Network.

Ripp, P. (2011, October 25).So you want to do mystery Skype? [Blog post]. Retrieved from

Blog post detailing how to conduct a Mystery Skype. Ripp details how she is using Mystery Skype in her classroom.

Ripp, P. (2013, August 8). Mystery Skype Jobs Created By My Students [Blog post]. Retrieved from

Update to 2011 blog post with Mystery Skype jobs or tasks created by the students. Ripp assigns jobs or tasks to students. In this post, she reports on the jobs that students created when she opened up that part of the lesson plan to them.

Digital Game Based Learning

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Introductory book on elements and educational theories of game based learning. Kapp is different in how he uses the term gamification. His definition would include most game based learning.

Zichermann, G., & Linder, J. (2010). Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests. Wiley.

Introductory level book on gamification for brands, new products and consumer behavior. This does not have an educational focus but does cover extrinsic motivation well.

Mobile Learning Lesson Plan

Zickuhe, K. (2013) Pew ResearchCenter. Location-Based Services Main Report Retrieved from

From the Pew Internet Project, report of survey of over 2500 American adults on geolocation apps and services they use on their mobile devices. This is one of the only research report available to the public on location-based services.

Sellers, J. (2015, October 7). Top 11 Uses of Location-Based Social Media Monitoring. [Blog post]. Retrieved from

Snapshot from October 2015 of the popular venues for social media geolocation. This is a popular press blog that  can be used as a starting point for discussions on social media geolocation.

Social Studies

Colorado Historic Newspapers Collection (n.d.) Retrieved from

This is a collection of 750,000 digitized pages of Colorado newspapers published from 1859 to 1923. It is free and available as a primary source.

MRA Code Marketing Research Standards, (n.d.), Marketing Research Association,  Retrieved from

Guidelines and ethical standards for professionals and students doing marketing research. This is one of the few guideline and standards resources for marketing research.

ELL (n.d.) The English Learner Movie Guide. Retrieved from

Limited amount of American movies, but excellent format to have your students make their own movie guides. It does contain a number of English movies and classic Hollywood movies. (n.d.) English Idioms & Idiomatic Expressions. Retrieved from

Over 3800 English idomatic expression that are easy to access. Expression are alphabetized by the letter of the first word of the expression.This list contains both British and American idions.

Assistive/Adaptive Technology

Alnahdi, G. (2014) Assistive technology in special education and the universal design for learning. The Turkish Online Journal of Educational Technology. 13 (2) Retrieved from

Excellent description of universal design and why it can be used for all students. It gives a number of relative advantages for using assistive technology in special education.

Council for Exceptional Children, (n.d.),  Embedding technology in education for all learners: CEC’s recommendations to the National Education Technology Plan. Retrieved from

CEC’s point by point recommendations and rationales for the most recent U.S. National Educational Technology Plan.