Resources
(2016). Links to good excel information. Internet4Classrooms. Retrieved from http://www.internet4classrooms.com
/technology_tutorials/excel_external_links_technology_tutorials.htm. This site has numerous links to Excel activities and ways to incorporate spreadsheets in curriculum.
Ad age advertising century: timeline. (1999). Retrieved from http://adage.com/article/special-report-the-advertising-century/ad-age-advertising-century-timeline/143661/. This timeline shows the history of advertising. It is a great resource for students to see the history and evolution of advertising media.
Adams Becker, S., Cummins, M., Freeman, A., Giesinger Hall, A., & Yuhnke, B. (2016) NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin, Texas: The New Media Consortium. This document discusses short to long-term technology trends in education and how they will benefit educators.
Aiken, K.D., Cauley, F. G., & Whitney, K. L. (2010). Technologies across our curriculum: a student of technology integration in the classroom. Journal of Education for Business. 85. 118-120. doi: 10.1080/08832320903258600. This study supports the positive effects that technology has in business education.
Blair, N. (2012). Technology integration for the new 21st century learner. Principle, January/February, 2012. Retrieved from http://www.naesp.org/principal-januaryfebruary-2012-technology/technology-integration-new-21st-century-learner This article discusses the importance of integrating technology in curriculum in order to take students' learning to another level through application of knowledge and skills.
Bookr http://www.pimpampum.net/bookr/index.php Bookr is a digital storytelling site that allows you to use Flickr images to create your storybooks.
Buncee. https://app.edu.buncee.com/login. This site is a great resource to organize and present information and media in a unique and professional way.
Coffey, H. (2009). Digital game-based learning. Learn UNC. Retrieved from http://www.learnnc.org/lp/pages/4970. This article describes the benefits of digital gaming in the classroom and provides specific digital game styles that students benefit from most.
Cox, J. (2015). Benefits of technology in the classroom. Teach Hub, 2015. Retrieved from http://www.teachhub.com/benefits-technology-classroom. This article describes the numerous benefits of integrating technology into the classroom.
Common Sense Media. (2017). 1-to-1 essentials - acceptable use policies. Retrieved from https://www.commonsensemedia.org/educators/1to1/aups.Common Sense Media provides information on what an acceptable use policy is, suggestions for what to include, and how your school/district can begin to utilize one.
Crupi, A. (2015). Sports now accounts for 37% of broadcast tv ad spending. Advertising Age. Retrieved from http://adage.com/article/media/sports-account-37-percent-all-tv-ad-dollars/300310/. This article discusses the importance of sports marketing and the impact that it has on broadcast tv spending.
Darling-Hammond, L., Goldman, S., & Zielezinski, M. B. (2014). Using technology to support at-risk students' learning. Scope Standford Center for Opportunity Policy in Education. Retrieved from https://edpolicy.stanford.edu/sites/default/files/scope-pub-using-technology-report.pdf. This report gives ideas and suggestions for using technology in order to support at-risk students and enhance their learning.
Elias, M. J. (2017, January 6). How gaming connects to SEL and career readiness. Retrieved from https://www.edutopia.org/blog/how-gaming-connects-sel-and-career-readiness-maurice-elias. This article describes the benefits of gaming and fostering social and emotional learning.
Edutopia Team. (2008). Why integrate technology into the curriculum?: The reasons are many. Edutopia, March 2008. Retrieved from https://www.edutopia.org/technology-integration-introduction. This article discuss the importance of not only learning technology skills, but having students apply them.
Global collaboration (23, January, 2013). Retrieved from http://wiki.monroe.edu/index.php/Global_Collaboration. This article describes the importance of global collaboration and how it assists students in acquiring life-long skills.
Hudson, Tim. (2014). Student-centered learning powered by technology. AdvancedED, 2014. Retrieved from http://www.advanc-ed.org/source/student-centered-learning-powered-technology.
This article focuses on how students-centered learning combined with technology can improve engagement and knowledge application.
Liebtag, E. (6, March, 2017) The need for a high-quality pbl model. Getting Smart, 2017. Retrieved from http://www.gettingsmart.com/2017/03/the-need-for-a-high-quality-pbl-model/. This article discusses the benefits of project-based learning and the importance of having a high quality PBL model.
Pavoni, J. (2015). 10 excel tricks every marketer should know. HubSpot. Retrieved from https://blog.hubspot.com/marketing/excel-tips-and-tricks#sm.00000977a7nyynczmrw96y4ca95r1.
This post gives 10 tricks that can help marketers become more proficient in Excel.
Pedagogical benefits. (2006). Institute for Teaching and Learning Innovation. Retrieved from http://www.uq.edu.au/teach/video-teach-learn/ped-benefits.html.
This article discusses the pedagogical benefits of using educational videos in the classroom. The article is from the University of Queensland Austrailia.
Roblyer, M. (2016). Integrating Educational Technology into Teaching (7th ed.). Massachusetts: Pearson.
The EdTech 541 textbooks gives background information and theories regarding educational technology and best practices of how to incorporate educational technology into classroom curriculum.
https://www.storyjumper.com/library/my Story Jumper is an awesome site for creating digital storybooks. It is easy to use and has numerous features.
Virginia Department of Education. (2017). Internet safety in schools. Retrieved from http://www.doe.virginia.gov/support/safety_crisis_management/internet_safety/acceptable_use_policy.shtml. Virginia Department of Education gives a great outline on what is included in their state's acceptable use policy.
Walbert, D. Advertising new products. (2009). Learn UNC. Retrieved from http://www.learnnc.org/lp/editions/nchist-newsouth/4750. This article uses primary resources to explore advertising in the nineteenth century.
Walled garden. (n.d.) Webopedia. Retrieved from http://www.webopedia.com/TERM/W/walled_garden.html. This article defines the "Walled Garden" in terms of Internet use.
Why use video in the classroom? (2015). National Teacher Training Institute. Retrieved from http://www.thirteen.org/edonline/ntti/resources/video1.html. This article gives examples how video is suited for students and how teachers can benefit from utilizing it in the classroom.
/technology_tutorials/excel_external_links_technology_tutorials.htm. This site has numerous links to Excel activities and ways to incorporate spreadsheets in curriculum.
Ad age advertising century: timeline. (1999). Retrieved from http://adage.com/article/special-report-the-advertising-century/ad-age-advertising-century-timeline/143661/. This timeline shows the history of advertising. It is a great resource for students to see the history and evolution of advertising media.
Adams Becker, S., Cummins, M., Freeman, A., Giesinger Hall, A., & Yuhnke, B. (2016) NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin, Texas: The New Media Consortium. This document discusses short to long-term technology trends in education and how they will benefit educators.
Aiken, K.D., Cauley, F. G., & Whitney, K. L. (2010). Technologies across our curriculum: a student of technology integration in the classroom. Journal of Education for Business. 85. 118-120. doi: 10.1080/08832320903258600. This study supports the positive effects that technology has in business education.
Blair, N. (2012). Technology integration for the new 21st century learner. Principle, January/February, 2012. Retrieved from http://www.naesp.org/principal-januaryfebruary-2012-technology/technology-integration-new-21st-century-learner This article discusses the importance of integrating technology in curriculum in order to take students' learning to another level through application of knowledge and skills.
Bookr http://www.pimpampum.net/bookr/index.php Bookr is a digital storytelling site that allows you to use Flickr images to create your storybooks.
Buncee. https://app.edu.buncee.com/login. This site is a great resource to organize and present information and media in a unique and professional way.
Coffey, H. (2009). Digital game-based learning. Learn UNC. Retrieved from http://www.learnnc.org/lp/pages/4970. This article describes the benefits of digital gaming in the classroom and provides specific digital game styles that students benefit from most.
Cox, J. (2015). Benefits of technology in the classroom. Teach Hub, 2015. Retrieved from http://www.teachhub.com/benefits-technology-classroom. This article describes the numerous benefits of integrating technology into the classroom.
Common Sense Media. (2017). 1-to-1 essentials - acceptable use policies. Retrieved from https://www.commonsensemedia.org/educators/1to1/aups.Common Sense Media provides information on what an acceptable use policy is, suggestions for what to include, and how your school/district can begin to utilize one.
Crupi, A. (2015). Sports now accounts for 37% of broadcast tv ad spending. Advertising Age. Retrieved from http://adage.com/article/media/sports-account-37-percent-all-tv-ad-dollars/300310/. This article discusses the importance of sports marketing and the impact that it has on broadcast tv spending.
Darling-Hammond, L., Goldman, S., & Zielezinski, M. B. (2014). Using technology to support at-risk students' learning. Scope Standford Center for Opportunity Policy in Education. Retrieved from https://edpolicy.stanford.edu/sites/default/files/scope-pub-using-technology-report.pdf. This report gives ideas and suggestions for using technology in order to support at-risk students and enhance their learning.
Elias, M. J. (2017, January 6). How gaming connects to SEL and career readiness. Retrieved from https://www.edutopia.org/blog/how-gaming-connects-sel-and-career-readiness-maurice-elias. This article describes the benefits of gaming and fostering social and emotional learning.
Edutopia Team. (2008). Why integrate technology into the curriculum?: The reasons are many. Edutopia, March 2008. Retrieved from https://www.edutopia.org/technology-integration-introduction. This article discuss the importance of not only learning technology skills, but having students apply them.
Global collaboration (23, January, 2013). Retrieved from http://wiki.monroe.edu/index.php/Global_Collaboration. This article describes the importance of global collaboration and how it assists students in acquiring life-long skills.
Hudson, Tim. (2014). Student-centered learning powered by technology. AdvancedED, 2014. Retrieved from http://www.advanc-ed.org/source/student-centered-learning-powered-technology.
This article focuses on how students-centered learning combined with technology can improve engagement and knowledge application.
Liebtag, E. (6, March, 2017) The need for a high-quality pbl model. Getting Smart, 2017. Retrieved from http://www.gettingsmart.com/2017/03/the-need-for-a-high-quality-pbl-model/. This article discusses the benefits of project-based learning and the importance of having a high quality PBL model.
Pavoni, J. (2015). 10 excel tricks every marketer should know. HubSpot. Retrieved from https://blog.hubspot.com/marketing/excel-tips-and-tricks#sm.00000977a7nyynczmrw96y4ca95r1.
This post gives 10 tricks that can help marketers become more proficient in Excel.
Pedagogical benefits. (2006). Institute for Teaching and Learning Innovation. Retrieved from http://www.uq.edu.au/teach/video-teach-learn/ped-benefits.html.
This article discusses the pedagogical benefits of using educational videos in the classroom. The article is from the University of Queensland Austrailia.
Roblyer, M. (2016). Integrating Educational Technology into Teaching (7th ed.). Massachusetts: Pearson.
The EdTech 541 textbooks gives background information and theories regarding educational technology and best practices of how to incorporate educational technology into classroom curriculum.
https://www.storyjumper.com/library/my Story Jumper is an awesome site for creating digital storybooks. It is easy to use and has numerous features.
Virginia Department of Education. (2017). Internet safety in schools. Retrieved from http://www.doe.virginia.gov/support/safety_crisis_management/internet_safety/acceptable_use_policy.shtml. Virginia Department of Education gives a great outline on what is included in their state's acceptable use policy.
Walbert, D. Advertising new products. (2009). Learn UNC. Retrieved from http://www.learnnc.org/lp/editions/nchist-newsouth/4750. This article uses primary resources to explore advertising in the nineteenth century.
Walled garden. (n.d.) Webopedia. Retrieved from http://www.webopedia.com/TERM/W/walled_garden.html. This article defines the "Walled Garden" in terms of Internet use.
Why use video in the classroom? (2015). National Teacher Training Institute. Retrieved from http://www.thirteen.org/edonline/ntti/resources/video1.html. This article gives examples how video is suited for students and how teachers can benefit from utilizing it in the classroom.