Reference+Page

=References= this Page contains References used throughout the Applied Technology In Education Program at

Wilmington University. Reference are Listed in APA Format for Consistency in Presenting the

information.

=** EDT Course Bibliography: **=

Shelly, G. B. Vermaat, M. E. (2008). //Discovering computers//. Boston: Course Technology
 * Facilitate and Inspire Student Learning and Creativity **

Merriam, S. B. (2001). //The new update on adult learning theory//. San Franciso: Jossey-Bass.

Merriam, S. (2004). The role of cognitive development in Mezirow's transformational learning

theory. //Adult Education Quarterly, 55//(1), 60-68.

Cranton, P. (1996). //Professional development as transformative learning: New perspectives for

teachers of adults//. San Francisco: Jossey-Bass.

Franz, N. (2007.) //Adult Education Theories: Informing Cooperative Extension's Transformation//

Retrieved September 20, 2008 from [] Nottingham, Mark(2001-2009). //RSS Tutorial// Retrieved September 20, 2008 from

[]

Commoncraft (2009). // Videos on Technology In Plain English. //Retrieved September 20, 2008 from

[]

Educause (2009). 7 Things you should know about series. //Educause Learning Initiative//. Retrieved

September 20, 2008 []

[|Delaware Center For Educational Technology] (2005). //Computer Skills Growth Chart//. Retrieved
 * Design and Develop Digital-Age Learning Experiences and Assessments **

September 20, 2008 from []

Dodge, B. (May 2001). //FOCUS: Five Rules for Writing a Great WebQuest//. Learning & Leading

with Technology.

Dodge, B. (2004). WebQuest. Org. //The webquest page.// Retrieved September 20, 2008 from [] Edutopia: George Lucas Educational Foundation (2009) Core Concept: Technology Integration// : Why Integrate Technology into Curriculum. // Retrieved September 20, 2008 from [] ISTE (2007). //National Educational Technology Standards (NETS)//. Retrieved September 20, 2008 from [], [], [] ISTE (2007).//Technology Standards for School Administrators (TSSA).// Retrieved September 20, 2008 from [] Partnership or Twenty-first Century (2004). //21st Century Skills//. Retrieved September 20, 2008 from [] Verizon (2008). //Thinkfinity.// Retrieved September 20, 2008 from [|http://www.thinkfinity.org] Peterson, C. and Koeck, D. (September 2001). //When Students Create Their Own WebQuests//. Learning & Leading with Technology. Thomas, L. and Knezek, D. (Summer 2002). //Standards for Technology-Supported Learning Environments//. 3(3), The State Education Standard

Dell, D. (2000-2008). Gamequaium, Retrieved September 20, 2008 from [] Rudis, B, (2008, September 12). Ubiquitious TAB Retrieved September 20, 2008, from [] Creative Commons International (CCi) (2005) retrieved September 20, 2008 from [] Bracec, K., Fisher, K., Pitler, H. (2004). Building better instruction. //Learning and Leading with Technology(35)//4, 6-11. Sternberg, R. J. & Grigorenko, E. L. (2000). //Teaching for Successful Intelligence//. Illinois: Arlington Heights Tr Editors. (2008). 10 new emerging of 2008.//Technology Review//. Retrieved September 20, 2008, from [] Johnson, L., Levine, A., & Smith, R. (2009). //The 2009 Horizon Report.// Austin, Texas: The New Media Consortium. Retrieved June 16, 2009 from [] DeNatale, G.M. (2006).Review of "Emerging Trends for Teaching and Learning" A NERCOMP event (10/27/05) Retrieved June 16, 2009 from []
 * Model Digital-Age Work and Learning **

Alden, S. B. (2002) Computer learning foundation emphasizes responsible use of technology. Computer Learning Foundation Inc., Retrieved May 27, 2009 from [] Brown, M. (2009) Arthur’s World Neighbor. PBS. Retrieved May 27, 2009 from [] Brown, M. (2009) Dear Pen Pal. PBS Retrieved May 27, 2009 from [] Curriki Website (2009). Curriki, the Global Education Learning Community ("Curriki") on the World Wide Web of the Internet, Retrieved on May 27, 2009 from [] Creative Commons International (CCi) (2005) retrieved September 20, 2008 from [] Family Education (2009). Making a Culture Pizza, Retrieved May 27, 2009, from [] Global SchoolNet's (2007). GlobalSchoolNet.Org. [] Global Nomads (2009) Interactive educational programs for students about global issues: Video conferencing, Retrieved May 27, 2009 from [] NetAlert. (2007).Commonwealth of Australian Government. //Protecting Australian Families Online//. Commonwealth of Australian Government Retrieved May 27, 2009, from ([]). McAnear, A. (2007). Digital citizenship. //Learning and Leading with Technology//, //34//(6), 4. Roufs, T. (2009). Understanding Global Cultures, Retrieved May 27, 2009, from [] Rudis, B, (2008, September 12). Ubiquitious TAB Retrieved September 20, 2008, from []
 * Promote and Model Digital Citizenship and Responsibility **

· ** Engage in Professional Growth and Leadership ** Carr, Jr., V.H., (n.d.). //Technology Adoption and Diffusion//. Retrieved May 25, 2009, from [] Carr, Jr., V.H., (n.d.)//Technology Adoption and Diffusion//, Retrieved April 21, 2009, from [] Gilbert, V. (2004). //Critical Issue: **Technology Leadership: Enhancing Positive Educational Change**//**.** North Central Regional Educational Laboratory. Retrieved May 25, 2009, from [] Gordon, D. (2009). //Profile: Steven Paine: West Virginia’s superintendent of schools argues that classroom technology use is at the core of 21st century learning.// Retrieved May 25, 2009, from [] McNamara, C. (2008). //Basic guidelines for successful planning process//. Retrieved April 22, 2009, [] McNamara, C. (2008). //Strategic planning//. Retrieved April 22, 2009, [] National Center for Education Statistics (n.d.). F//orum Unified Education Technology Suite Part I: Planning Your Technology Initiatives// Retrieved May 25, 2009, from [] Rogers, C. (2009). //A primer in diffusion of innovations theory//. Retrieved April 22, 2009, from [] Schroeter, D. (2009). //Integrate skills into teaching core topics.// Retrieved May 25, 2009, from [] Tuckman, B. (n.d.) //Famous models: Stages of group development.// Retrieved April 22, 2009, [] Valdez, G. (n.d.) //Critical issue: Technology leadership: Enhancing positive educational change//. Retrieved April 22, 2009, []

Appendix A
 * National Educational Technology for Students **
 * 1. Creativity and Innovation: ** Students demonstrate creative thinking, construct

knowledge, and develop innovative products and processes using technology.

//Students://

a. apply existing knowledge to generate new ideas, products, or processes.

b. create original works as a means of personal or group expression. c. use models and simulations to explore complex systems and issues. d. identify trends and forecast possibilities. a. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. b. communicate information and ideas effectively to multiple audiences using a variety of media and formats. c. develop cultural understanding and global awareness by engaging with learners of other cultures. d. contribute to project teams to produce original works or solve problems. a. plan strategies to guide inquiry. b. locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media. c. evaluate and select information sources and digital tools based on the appropriateness to specific tasks. d. process data and report results. a. identify and define authentic problems and significant questions for investigation. b. plan and manage activities to develop a solution or complete a project. c. collect and analyze data to identify solutions and/or make informed decisions. d. use multiple processes and diverse perspectives to explore alternative solutions. a. advocate and practice safe, legal, and responsible use of information and technology. b. exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity. c. demonstrate personal responsibility for lifelong learning. d. exhibit leadership for digital citizenship. a. understand and use technology systems. b. select and use applications effectively and productively. c. troubleshoot systems and applications. d. transfer current knowledge to learning of new technologies. © 2007 International Society for Technology in Education. ISTE® is a registered trademark of the International Society for Technology in Education
 * 2. Communication and Collaboration: ** Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others//. Students://
 * 3. Research and Information Fluency: ** Students apply digital tools to gather, evaluate, and use information. //Students//:
 * 4. Critical Thinking, Problem Solving, and Decision Making : ** Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. //Students//:
 * 5. Digital Citizenship: ** Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. //Students://
 * 6. Technology Operations and Concepts: ** Students demonstrate a sound understanding of technology concepts, systems, and operations. //Students//: