Hay Day. (2016). Retrieved July 25, 2016, from http://haydaygame.com. Description: This fun and engaging game simulates the business of farming. It's a great tech tool to engage students in entrepreneurship.
Dorman, S. M. (1998). 10 reasons to use technology in the health classroom. Journal Of School Health, 68(1), 38. Description: Discussed various reasons that technology integration is critical to today's classroom, particularly health.
History of Money and Banking in the United States: The History of American Money. (n.d.). Retrieved July 18, 2016, from https://youtu.be/JHP510yxC54. Description: This resource provides insight on the history of U.S. currency.
Social media app for the Under 13s gains national recognition. (2016). Education Journal, (274), 10. Description: The article offers information on the ChatFOSS (Friends Only Stay Safe) application which was launched across Great Britain in December for school children to enjoy safe and secure environment in social media.
Meabon Bartow, S. (2014). Teaching with Social Media: Disrupting Present Day Public Education. Educational Studies, 50(1), 36-64. doi:10.1080/00131946.2013.866954 Description: Tthis article reports on findings from a multiple case study of five secondary school teachers using social media in their teaching.
Fuller, D. (2004). Electronic Manners and Netiquette. Athletic Therapy Today, 9(2), 40-41. Description: This article explains "netiquette" and provides guidelines for proper electronic manners.
Flowers, B. F., & Rakes, G. C. (2000). Analyses of Acceptable Use Policies Regarding the Internet in Selected K-12 Schools. Journal Of Research On Computing In Education, 32(3), 351. Description: This peer-reviewed article discussed how several K-12 institutions developed acceptable use policies.
This article was used to provide evidence that the use of videos in a classroom lesson was beneficial to students and helped them become more engaged in their lesson.
Reference
Phillips, R., Pead, D., & Gillespie, J. (1995). Evolving Strategies for Using Interactive Video Resources in Mathematics Classrooms. Educational Studies in Mathematics, 28(2), 133-154. Retrieved from http://www.jstor.org/stable/3482893
This peer-reviewed article shared research supporting the benefits students experienced when the use of video was implemented in a classroom lesson.
Reference
Long, T., Logan, J., & Waugh, M. (2016). Students' Perceptions of the Value of Using Videos as a Pre-class Learning Experience in the Flipped Classroom. Techtrends: Linking Research & Practice To Improve Learning, 60(3), 245-252. doi:10.1007/s11528-016-0045-4
George, D. R., Dreibelbis, T. D., & Aumiller, B. (2013). Google Docs and Survey Monkey™: lecture-based active learning tools. Medical Education, 47(5), 518. doi:10.1111/medu.12172
Abstract: The article discusses learning techniques that are case-, problem- and team-based as compared to conventional lecture-based approaches. It discusses the use of learning tools, such as Google Docs and SurveyMonkey, to encourage students to participate in the lecture by way of discussion prompts and survey questions set by the lecturers before class. The results of this study suggest that learning tools encourage students to question and debate during class, thereby learning more.