Annotated Bibliography

Annotated Bibliography

Christen, A. (2009). Transforming the classroom for collaborative learning in the 21st century. Techniques, 84(1), 28. Retrieved from

This article is written by Amy Christen, vice president Cisco Networking Academy and corporate affairs operations. This article is intended for people who are studying the validity of technology in  education. This article clearly states the disconnect between schools and students’ lives. It shows how schools are not prepared for the twenty first century learner. The article supports my thoughts on how to help students learn because it describes how technology can help students of all ability levels and backgrounds learn. It also outlines how technology can help to build student centered classrooms with an emphasis on a constructivism approach. This article describes how their needs to be a community approach to building technological infrastructure in schools. It relates closely with the other articles researched. All of the articles emphasize the need for technology integration to enable students to display their creative potential, be fully engaged, and connect with the world outside of school.

Colombo, M. W., & Colombo, P. D. (2007). Blogging to improve instruction in differentiated science classrooms. Phi Delta Kappan, 89(1), 60–63. Retrieved from

This article was written by a professor at the University of Massachusetts and a high school science instructor. It goes into depth about how blogging is beneficial to improved student success. It tells how blogging can help ELL, students with individual programs, and gifted students. This article emphasizes the need for differentiation and how technology can assist this process. It also details how teachers with an expertise can assist teachers who do not have the background to teach a particular subject. Blogs can improve instruction by providing a user-friendly online format to reinforce strategies, introduce topics, review important class points, review for tests, and provide enrichment. Blogs can contain text, audio, and video files.
This article is intended for educators who are looking for tools to differentiate their instruction. Blogging is a tool that is effective for this process. It is labor intensive, but the results are beneficial. This article would also be beneficial for those educators who are looking at ways to collaborate with other educators. The article proves that blogging is a technological tool that is advantageous on many levels for all educators. It illuminates the need for educators to become proficient with technology for their own benefit, and, more importantly, their students.

Kim, S. (2006). An introduction to current trends and benefits of mobile wireless technology use in higher education. AACE Journal, 14(1), 77-100. Retrieved from

This article was written for the Association for the Advancement of Computing In Education Journal by professors from the University of Mississippi. It discusses how mobile devices are being used as alternative teaching and learning tools. Although the article does provide several benefits of these devices in education, there are still many unanswered questions because of the lack of study on this topic. The article gives examples of success stories in post secondary institutions. This paper was geared towards uses and advantages of using mobile wireless technology in post secondary education. The article points out many reasons why these devices are beneficial and some of the shortcomings. Like all technologies, mobile wireless devices will be an important tool in higher education as the technology becomes more efficient and advanced.

Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1), 21. Retrieved from

Mark Prensky is a an internationally recognized speaker, writer, and consultant. He is passionate about the need to incorporate digital games in education. His article talks about how video games are motivational to learners. He also talks about the passion and love that kids have for games and some of the ways that games could be used as teaching strategies. He also discusses how students learn different today and that their status as digital natives lends itself to that. He lists sites where researchers are beginning to develop games that fit with curriculum and are played at a higher level of learning. This article speaks to people who are entertaining the idea of using digital games as instructional tools or for those who may doubt the usefulness of digital games. Digital games provide students with a wealth of experiences that they would not have the opportunity to experience without games. It also provides students with the motivation to learn. They become engaged learners.

Shaffer, D. W., Squire, K. R., Halverson, R., Gee, J. P., & Co-Laboratory, A. A. D. L. (2005). Video games and the future of learning. Phi delta kappan, 87(2), 104–111. Retrieved from

In this paper, the authors argue that video games are more than just entertainment. They allow players to explore new worlds. Video games embody particular social practices and allow for participation in valued communities of practice. They will not replace teachers and schools, but they will present powerful new ways to learn. Video games are extremely popular among many people of all ages and backgrounds. The paper also suggests students can experience and learn many skills and create new knowledge by writing about their experiences on blogs, teaching others to play the game, and practicing technological skills. This article was written by professors at the University of Wisconsin-Madison. The article outlines the benefits of implementing digital gaming in the classroom and the consequences of not pursuing them. They also discuss the benefits of social practices that well constructed games provide. It speaks to the future of learning and how that includes video games.

Posted in EdTech 501 Learning Log

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