Applied Technologies for Teachers

Edition: 2

Copyright: 2017

Edition: 2

Copyright: 2017

Edition: 3

Copyright: 2026

Pages: 359

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Today’s teachers are expected to be skilled integrators capable of designing instructional experiences that leverage technology to improve student performance.

Applied Technologies for Teachers helps pre-service teachers develop conceptual knowledge and practical skills utilizing a variety of technologies to improve teaching, learning and professional productivity. It uses hand-on creative activities to prepare prospective teachers about to enter the field, the potential for stimulating student analytical thought, active problem solving, team collaboration, and creative expression.

Applied Technologies for Teachers

  • approaches students with substantial prior experiences in social media and baseline technology skill sets; engaging them in advanced learning activities with emerging desktop, mobile, and cloud tools.
  • challenges students with hands-on creative activities that simulate what technologically competent teachers do in traditional classroom, blended learning and virtual (online) school contexts.
  • is derived from three national curriculum initiatives, the National Educational Technology Standards, the Common Core curriculum standards, and the Partnership for 21st Century Skills framework.
  • is flexible! Modules are designed independently for standalone instruction in any order, but are organized in six key thematic strands, including instructional technology foundations, digital citizen- ship, instructional development, assessing learners, communication and collaboration, and integration projects.
  • is easy to adopt! Adopting instructors receive suggested homework activities that anchor conceptual development to applied instructional design contexts. In addition, the text goes far above and beyond any textbook glossary by embedding frequent links to internet sources.

UNIT 1 – Instructional Technology Foundations 
Chapter 1: Instructional Design 
I. Planning, Delivering, and Evaluating Instruction 
II. Meaningful Technology Integration 
III. Instructional Design Models 
I V. Using the ADDIE Instructional Design Model 
V. AI Tools and Instructional Design Using ADDIE 
VI. Future Impact 
Chapter 2: Personalized Instruction 
I. Personalized Instruction as an Instructional Goal 
II. Blended Learning as a Foundational Framework 
III. Blended Learning Variants: Flipped and Asynchronous Models 
I V. Data-Informed Personalization and Instructional Decision-Making 
V. Student Ownership and Personalized Learning 
VI. Pedagogical Agency and AI-Supported Dialogue 
VII. Digital Content in Personalized Instruction 
VIII. Instructional Strategies for Personalizing Learning 
IX. Future Impact 
Chapter 3: Classroom Technologies 
I. The Classroom as a Technology System 
II. Teacher Workstations: The Control Center 
III. Displays and Audio 
I V. Connecting Classroom Devices and Peripherals 
V. Classroom Connectivity and Networks 
VI. Practical Troubleshooting Strategies for Teachers 
VII. Knowing When and How to Escalate Technology Issues 
Chapter 4: Assistive Technologies 
I. What Is Assistive Technology? 
II. Assistive Technology Tools and Services 
III. Assistive Technology Integration 
I V. Accessibility and Universal Design for Learning 
V. Additional Strategies 
VI. Learn More 

UNIT 2 – Digital Citizenship 
Chapter 5: Academic Integrity 
I. Ethical Foundations 
II. Designing for Integrity 
III. Appropriate and Inappropriate Use of AI and Digital Resources
I V. Citation and Scholarly Attribution 
Chapter 6: Online Safety 
I. The Evolving Landscape of Online Risk 
II. Personal Cybersecurity Practices for Educators
III. Protecting Student Data and Privacy 
I V. Digital Citizenship and Student Safety 
V. Designing Instruction That Minimizes Risk 
VI. Policies and Professionalism 
VII. Responding to Online Safety Incidents 

UNIT 3 – Foundations of Instructional Development 
Chapter 7: Digital Design 
I. Visual Design Principles for Instructional Materials 
II. Document Structure and Cognitive Load 
III. Intentional Layout in Instructional Design 
I V. Optimizing Images for Instructional Use 
V. Producing a Visually Polished and Instructionally Effective Design 
Chapter 8: Data Visualization 
I. Inquiry-Based Learning 
II. Developing Datasets 
III. Preparing Datasets for Analysis 
I V. Creating and Interpreting Data Visualizations 
V. Designing Inquiry-Based Data Activities 
Chapter 9: Podcasting 
I. Podcasting as Instructional Communication 
II. Designing Instructional Podcasts 
III. Production Workflows 
I V. Sound Design 
V. Publishing and Distribution 
VI. Integrating Podcasting into Instruction 
Chapter 10: Presentation 
I. Presentations as Instructional Environments 
II. Designing for Attention, Pacing, and Cognitive Load
III. Designing Interactive and Assessment-Rich Presentations 
I V. Integrating Multimedia for Instructional Impact
V. Designing Presentations for Instructional Contexts 
VI. Delivering Effective Presentations 
Chapter 11: Screencasting 
I. Introduction to Screencasting 
II. Instructional Applications of Screencasting 
III. Designing Effective Screencasts 
I V. Recording Screencasts 
V. Editing and Enhancing Screencasts 
VI. Publishing and Deploying Screencasts 
Chapter 12: Video Production 
I. Instructional Video in Context 
II. Designing Instructional Video 
III. Pre-Production Planning 
I V. Production Fundamentals 
V. Post-Production 
VI. Publishing and Integration 

UNIT 4 – Assessment 
Chapter 13: Learning Analytics 
I. Introduction to Learning Analytics 
II. Sources of Student Data 
III. Understanding Analytics Dashboards and Reports 
I V. Interpreting Learning Data 
V. From Data to Action: Instructional Decision-Making 
VI. Supporting Student Self-Regulation Through Data
VII. Designing Instruction to Generate and Improve Learning Data 
VIII. Limits and Ethical Use of Learning Analytics 
IX. Collaborative Uses of Learning Analytics 
X. Emerging Trends in Learning Analytics 
Chapter 14: Feedback Strategies 
I. The Role of Feedback in Learning
II. Selecting Feedback Strategies 
III. Designing Efficient Feedback Workflows 
I V. Peer Review and Self-Assessment 
V. AI-Supported Feedback Strategies 
VI. Implementing Feedback in Practice 
Chapter 15: Gamification 
I. Gamification in Education 
II. Core Elements of Gamified Learning 
III. Instructional Models for Gamified Implementation 
I V. Gamification as Formative Assessment 
V. Practical Design Strategies
VI. Using Gamification Data to Inform Instruction 
VII. Classroom Implementation 
VIII. Integrating Gamification into Instructional Practice 
IX. Limitations and Ethical Considerations 
Chapter 16: Digital Storytelling 
I. Digital Storytelling as Assessment 
II. When to Assign Digital Storytelling 
III. Why Teachers Should Create Digital Stories 
I V. Planning & Designing Digital Stories 
V. Creating a Digital Story 
VI. Evaluating Digital Stories 
VII. Reflection and Student Self-Assessment 
VIII. Revision and Completion 
Chapter 17: Digital Portfolios 
I. Understanding Digital Portfolios 
II. Designing Portfolio-Based Learning Experiences 
III. Portfolio Design and Development 
I V. Publishing and Sharing Strategies 
V. Evaluating Digital Portfolios 

UNIT 5 – Virtual Instruction 
Chapter 18: Online Course Design 
I. Foundations of Online Course Design 
II. Learning Management Systems and Course Architecture 
III. Designing Effective Online Course Modules 
I V. Managing Instructional Materials in Online Courses 
V. Designing Accessible Online Learning Environments 
VI. Learner Readiness and Course Support Systems 
Chapter 19: Teaching Online Learners 
I. Presence and Engagement in Online Learning 
II. Communication and Instructor Presence 
III. Facilitating Asynchronous Learning 
I V. Conducting Effective Synchronous Lessons 
V. Experiential Learning Online 
VI. Monitoring Student Progress and Supporting Struggling Learners

UNIT 6 – Advanced Topics 
Chapter 20: Computer Science Education 
I. Computer Science (CS) 
II. Programming Languages 
III. Computational Thinking 
I V. Impact of Computing 
V. Classroom Application 
Chapter 21: Artificial Intelligence 
I. History of AI 
II. AI in Education 
III. Prompt Engineering 
I V. Ethics 
V. Embodiment 
VI. Conclusion 
Chapter 22: Immersive Project-Based Learning 
I. Project-Based Learning (PBL) as a Pedagogical Strategy 
II. Immersive Technologies and Supporting Infrastructures 
III. Backward Design for Effective Lessons 
I V. Implementation Practices and Constraints for Immersive PBL
V. Assessing Learning in Immersive PBL 
VI. Conclusion 

Joseph Winslow

Dr. Winslow is a professor of Instructional Technology and former chair of the department of Educational Studies. He previously served as the Director of Coastal’s Office of Online Learning (COOL) as well as the program coordinator for Instructional Technology. His most recent research explores the efficacy of embodied, interactive AI agents (avatars) and their impacts on learner cognition and performance. Off campus, Dr. Winslow is an avid surfer, windsurfer and fisherman, and occasionally chases UFOs.

 

Michael McKenzie

Michael McKenzie is a Lecturer and Instructional Technology Specialist at Coastal Carolina University. He has experience teaching students and educators across K–12 and higher education in science, STEAM, instructional technology, and online learning. He is committed to creating engaging learning environments that foster critical thinking, problem-solving, teamwork, and practical skills. Michael’s current research explores innovative instructional technologies, including virtual reality and artificial intelligence. Outside of his professional pursuits, he enjoys hiking, fishing, and spending time at the beach with his wife, son, and two dogs.

 

Jeremy Dickerson

Jeremy serves as the Associate Vice Chancellor for Distance Education at The University of North Carolina at Wilmington (UNCW).  In this role, he provides leadership in the design, development, and support of online, hybrid, and web-enhanced courses across the institution.  In addition to working at UNCW, he has also been faculty at East Carolina University and Coastal Carolina University.  Outside of his work in higher education, he has consulted with numerous businesses and educational organizations for over twenty years, specializing in training and development, online education, and instructional design. Jeremy has authored over forty professional publications and given over seventy presentations at conferences and meetings in the United States, Canada, South America and Europe.  He has a MA from UNC-Chapel Hill, an EdD from NC State University, and a certificate of leadership excellence from the Harvard Division of Continuing Education.

 

Cheng-Yuan Lee

Dr. Lee earned an M.S. degree in Instructional Technology from the University of Tennessee, Knoxville in 1999 and a Ph.D. in Curriculum and Instruction with an emphasis on Instructional System Design from the University of Central Florida. Since 2010, he has taught at Coastal Carolina University. Throughout his career in teaching, he developed strong interests in the areas of distance education, mobile learning, interactive multimedia, and graphic/website design. In his classes, he introduces a wide range of software applications and open-source packages to students, allowing them to master computer-based tools used in the design and creation of electronic media, such as electronic images, sounds, videos, text, and motion.

 

Today’s teachers are expected to be skilled integrators capable of designing instructional experiences that leverage technology to improve student performance.

Applied Technologies for Teachers helps pre-service teachers develop conceptual knowledge and practical skills utilizing a variety of technologies to improve teaching, learning and professional productivity. It uses hand-on creative activities to prepare prospective teachers about to enter the field, the potential for stimulating student analytical thought, active problem solving, team collaboration, and creative expression.

Applied Technologies for Teachers

  • approaches students with substantial prior experiences in social media and baseline technology skill sets; engaging them in advanced learning activities with emerging desktop, mobile, and cloud tools.
  • challenges students with hands-on creative activities that simulate what technologically competent teachers do in traditional classroom, blended learning and virtual (online) school contexts.
  • is derived from three national curriculum initiatives, the National Educational Technology Standards, the Common Core curriculum standards, and the Partnership for 21st Century Skills framework.
  • is flexible! Modules are designed independently for standalone instruction in any order, but are organized in six key thematic strands, including instructional technology foundations, digital citizen- ship, instructional development, assessing learners, communication and collaboration, and integration projects.
  • is easy to adopt! Adopting instructors receive suggested homework activities that anchor conceptual development to applied instructional design contexts. In addition, the text goes far above and beyond any textbook glossary by embedding frequent links to internet sources.

UNIT 1 – Instructional Technology Foundations 
Chapter 1: Instructional Design 
I. Planning, Delivering, and Evaluating Instruction 
II. Meaningful Technology Integration 
III. Instructional Design Models 
I V. Using the ADDIE Instructional Design Model 
V. AI Tools and Instructional Design Using ADDIE 
VI. Future Impact 
Chapter 2: Personalized Instruction 
I. Personalized Instruction as an Instructional Goal 
II. Blended Learning as a Foundational Framework 
III. Blended Learning Variants: Flipped and Asynchronous Models 
I V. Data-Informed Personalization and Instructional Decision-Making 
V. Student Ownership and Personalized Learning 
VI. Pedagogical Agency and AI-Supported Dialogue 
VII. Digital Content in Personalized Instruction 
VIII. Instructional Strategies for Personalizing Learning 
IX. Future Impact 
Chapter 3: Classroom Technologies 
I. The Classroom as a Technology System 
II. Teacher Workstations: The Control Center 
III. Displays and Audio 
I V. Connecting Classroom Devices and Peripherals 
V. Classroom Connectivity and Networks 
VI. Practical Troubleshooting Strategies for Teachers 
VII. Knowing When and How to Escalate Technology Issues 
Chapter 4: Assistive Technologies 
I. What Is Assistive Technology? 
II. Assistive Technology Tools and Services 
III. Assistive Technology Integration 
I V. Accessibility and Universal Design for Learning 
V. Additional Strategies 
VI. Learn More 

UNIT 2 – Digital Citizenship 
Chapter 5: Academic Integrity 
I. Ethical Foundations 
II. Designing for Integrity 
III. Appropriate and Inappropriate Use of AI and Digital Resources
I V. Citation and Scholarly Attribution 
Chapter 6: Online Safety 
I. The Evolving Landscape of Online Risk 
II. Personal Cybersecurity Practices for Educators
III. Protecting Student Data and Privacy 
I V. Digital Citizenship and Student Safety 
V. Designing Instruction That Minimizes Risk 
VI. Policies and Professionalism 
VII. Responding to Online Safety Incidents 

UNIT 3 – Foundations of Instructional Development 
Chapter 7: Digital Design 
I. Visual Design Principles for Instructional Materials 
II. Document Structure and Cognitive Load 
III. Intentional Layout in Instructional Design 
I V. Optimizing Images for Instructional Use 
V. Producing a Visually Polished and Instructionally Effective Design 
Chapter 8: Data Visualization 
I. Inquiry-Based Learning 
II. Developing Datasets 
III. Preparing Datasets for Analysis 
I V. Creating and Interpreting Data Visualizations 
V. Designing Inquiry-Based Data Activities 
Chapter 9: Podcasting 
I. Podcasting as Instructional Communication 
II. Designing Instructional Podcasts 
III. Production Workflows 
I V. Sound Design 
V. Publishing and Distribution 
VI. Integrating Podcasting into Instruction 
Chapter 10: Presentation 
I. Presentations as Instructional Environments 
II. Designing for Attention, Pacing, and Cognitive Load
III. Designing Interactive and Assessment-Rich Presentations 
I V. Integrating Multimedia for Instructional Impact
V. Designing Presentations for Instructional Contexts 
VI. Delivering Effective Presentations 
Chapter 11: Screencasting 
I. Introduction to Screencasting 
II. Instructional Applications of Screencasting 
III. Designing Effective Screencasts 
I V. Recording Screencasts 
V. Editing and Enhancing Screencasts 
VI. Publishing and Deploying Screencasts 
Chapter 12: Video Production 
I. Instructional Video in Context 
II. Designing Instructional Video 
III. Pre-Production Planning 
I V. Production Fundamentals 
V. Post-Production 
VI. Publishing and Integration 

UNIT 4 – Assessment 
Chapter 13: Learning Analytics 
I. Introduction to Learning Analytics 
II. Sources of Student Data 
III. Understanding Analytics Dashboards and Reports 
I V. Interpreting Learning Data 
V. From Data to Action: Instructional Decision-Making 
VI. Supporting Student Self-Regulation Through Data
VII. Designing Instruction to Generate and Improve Learning Data 
VIII. Limits and Ethical Use of Learning Analytics 
IX. Collaborative Uses of Learning Analytics 
X. Emerging Trends in Learning Analytics 
Chapter 14: Feedback Strategies 
I. The Role of Feedback in Learning
II. Selecting Feedback Strategies 
III. Designing Efficient Feedback Workflows 
I V. Peer Review and Self-Assessment 
V. AI-Supported Feedback Strategies 
VI. Implementing Feedback in Practice 
Chapter 15: Gamification 
I. Gamification in Education 
II. Core Elements of Gamified Learning 
III. Instructional Models for Gamified Implementation 
I V. Gamification as Formative Assessment 
V. Practical Design Strategies
VI. Using Gamification Data to Inform Instruction 
VII. Classroom Implementation 
VIII. Integrating Gamification into Instructional Practice 
IX. Limitations and Ethical Considerations 
Chapter 16: Digital Storytelling 
I. Digital Storytelling as Assessment 
II. When to Assign Digital Storytelling 
III. Why Teachers Should Create Digital Stories 
I V. Planning & Designing Digital Stories 
V. Creating a Digital Story 
VI. Evaluating Digital Stories 
VII. Reflection and Student Self-Assessment 
VIII. Revision and Completion 
Chapter 17: Digital Portfolios 
I. Understanding Digital Portfolios 
II. Designing Portfolio-Based Learning Experiences 
III. Portfolio Design and Development 
I V. Publishing and Sharing Strategies 
V. Evaluating Digital Portfolios 

UNIT 5 – Virtual Instruction 
Chapter 18: Online Course Design 
I. Foundations of Online Course Design 
II. Learning Management Systems and Course Architecture 
III. Designing Effective Online Course Modules 
I V. Managing Instructional Materials in Online Courses 
V. Designing Accessible Online Learning Environments 
VI. Learner Readiness and Course Support Systems 
Chapter 19: Teaching Online Learners 
I. Presence and Engagement in Online Learning 
II. Communication and Instructor Presence 
III. Facilitating Asynchronous Learning 
I V. Conducting Effective Synchronous Lessons 
V. Experiential Learning Online 
VI. Monitoring Student Progress and Supporting Struggling Learners

UNIT 6 – Advanced Topics 
Chapter 20: Computer Science Education 
I. Computer Science (CS) 
II. Programming Languages 
III. Computational Thinking 
I V. Impact of Computing 
V. Classroom Application 
Chapter 21: Artificial Intelligence 
I. History of AI 
II. AI in Education 
III. Prompt Engineering 
I V. Ethics 
V. Embodiment 
VI. Conclusion 
Chapter 22: Immersive Project-Based Learning 
I. Project-Based Learning (PBL) as a Pedagogical Strategy 
II. Immersive Technologies and Supporting Infrastructures 
III. Backward Design for Effective Lessons 
I V. Implementation Practices and Constraints for Immersive PBL
V. Assessing Learning in Immersive PBL 
VI. Conclusion 

Joseph Winslow

Dr. Winslow is a professor of Instructional Technology and former chair of the department of Educational Studies. He previously served as the Director of Coastal’s Office of Online Learning (COOL) as well as the program coordinator for Instructional Technology. His most recent research explores the efficacy of embodied, interactive AI agents (avatars) and their impacts on learner cognition and performance. Off campus, Dr. Winslow is an avid surfer, windsurfer and fisherman, and occasionally chases UFOs.

 

Michael McKenzie

Michael McKenzie is a Lecturer and Instructional Technology Specialist at Coastal Carolina University. He has experience teaching students and educators across K–12 and higher education in science, STEAM, instructional technology, and online learning. He is committed to creating engaging learning environments that foster critical thinking, problem-solving, teamwork, and practical skills. Michael’s current research explores innovative instructional technologies, including virtual reality and artificial intelligence. Outside of his professional pursuits, he enjoys hiking, fishing, and spending time at the beach with his wife, son, and two dogs.

 

Jeremy Dickerson

Jeremy serves as the Associate Vice Chancellor for Distance Education at The University of North Carolina at Wilmington (UNCW).  In this role, he provides leadership in the design, development, and support of online, hybrid, and web-enhanced courses across the institution.  In addition to working at UNCW, he has also been faculty at East Carolina University and Coastal Carolina University.  Outside of his work in higher education, he has consulted with numerous businesses and educational organizations for over twenty years, specializing in training and development, online education, and instructional design. Jeremy has authored over forty professional publications and given over seventy presentations at conferences and meetings in the United States, Canada, South America and Europe.  He has a MA from UNC-Chapel Hill, an EdD from NC State University, and a certificate of leadership excellence from the Harvard Division of Continuing Education.

 

Cheng-Yuan Lee

Dr. Lee earned an M.S. degree in Instructional Technology from the University of Tennessee, Knoxville in 1999 and a Ph.D. in Curriculum and Instruction with an emphasis on Instructional System Design from the University of Central Florida. Since 2010, he has taught at Coastal Carolina University. Throughout his career in teaching, he developed strong interests in the areas of distance education, mobile learning, interactive multimedia, and graphic/website design. In his classes, he introduces a wide range of software applications and open-source packages to students, allowing them to master computer-based tools used in the design and creation of electronic media, such as electronic images, sounds, videos, text, and motion.