Living on the Future EdgeLiving on the Future Edge: Windows on Tomorrow

By Ted McCain, Ian Jukes, and Lee Crockett

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Living on the Future Edge challenges school leaders to rethink longstanding paradigms and transform pedagogy for tomorrow’s learners. Apple Computer, Inc. co-founder Steve Wozniak’s foreword underscores the overwhelming need to adjust traditional instruction to fit today’s high-tech world. The book explores this new landscape and offers a compelling vision for the future through the lens of four exponential trends that educators cannot ignore.








Understanding the Digital Generation

Understanding the Digital Generation: Teaching and Learning In the New Digital Landscape

By Ian Jukes, Ted McCain, and Lee Crockett

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The inspiring thoughtful discussion that leads to change, this provocative resource for teachers and administrators examines how the new digital landscape is transforming learners and learning. It makes the case for rethinking teaching processes in the face of these emerging developments within an environment of standards, accountability, and high stakes testing, and for providing informed leadership that supports 21st-century learning. This text provides powerful chapter-opening quotes, built-in questions, and additional tools to generate reflective dialogue and an open exchange of ideas.






Literacy Is Not Enough

Literacy Is Not Enough: 21st Century Fluencies For the Digital Age

By Lee Crockett, Ian Jukes, and Andrew Churches

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Educating students to traditional literacy standards is no longer enough. If students are to thrive in their academic and 21st century careers, then independent and creative thinking hold the highest currency. Students must master a completely different set of skills to succeed in a culture of technology-driven automation, abundance, and access to global labor markets. The authors present an effective framework for integrating comprehensive literacy or fluency into the traditional curriculum.






Making School A Game Worth Playing

Making School A Game Worth Playing: Using Digital Games in the Classroom

By Ryan Schaaf and Nicky Mohan

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Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach – built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom.






Digital Storytelling In The Classroom

Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning, and Creativity

By Jason Ohler

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Digital storytelling empowers your students to be confident communicators and creators of media as they gain essential 21st-century literacy skills and reach deeper understandings in all areas of the curriculum. Aligned with refreshed ISTE and Common Core standards, this new edition of Digital Storytelling in the Classroom includes practical techniques for combining storytelling with your curriculum and tips for exploring effective storytelling principles through emerging digital media as well as via traditional literacy skills in reading, writing, speaking, and art.






Digital Community, Digital CitizenshipDigital Community, Digital Citizen

By Jason Ohler

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Best-selling author, educator, and futurist Jason Ohler challenges all readers to redefine our roles as citizens in today’s globally connected infosphere. In exploring the various aspects of digital citizenship, he aligns its pedagogy with the ISTE standards definition. The book uses an “ideal school board” device to address fears, opportunities, and the critical issues of character education. Rich with examples, professional development and classroom exercises, resources, and policy perspectives, this book will resonate with educators, parents, and anyone interested in the merging of education with technology and its impact on our children.






Teaching For Tomorrow

Teaching For Tomorrow: Teaching Content and Problem-Solving Skills

By Ted McCain

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Through first-hand experience, author and educator Ted McCain concisely lays out the argument for preparing students for their world, guiding them to become independent and successful critical thinkers. Teaching for Tomorrow brings everyday life encounters and situations as text to the classroom, challenging students to engage more deeply in their learning and teachers in their teaching. By eliminating the typical stand and deliver approach, McCain hopes educators will now focus on using instruction that allows students to create knowledge for themselves.






Teaching The Digital Generation

Teaching the Digital Generation: No More Cookie Cutter High Schools

By Frank Kelly, Ted McCain, and Ian Jukes

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Preparing students to meet the demands of a constantly changing, technology-driven environment presents today’s educators with unique challenges. This innovative resource demonstrates how traditional, industrial-type high schools have become outdated and helps school leaders plan facilities and curriculum in ways that benefit students’ academic development and performance. Examine how educators can address the learning needs of secondary students by designing and implementing new instructional models and technology infrastructure.






Getting It Right: Aligning Technology Initiatives To Measurable Student Results

Getting It Right: Aligning Technology Initiatives To Measurable Student Results

By Matt McClure, Randolph MacLean, and Ian Jukes

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This book is designed to help educational leaders, decision makers, and teachers wade through the complexities of aligning technology planning with learning goals. Organized around a problem-solving model based on solution fluency, the authors outline how to address standards, improve test scores, foster relevant professional development, and provide measurable accountability for technology expenditures.






Using Digital Games as Assessment and Instruction ToolsUsing Digital Games as Assessment and Instruction Tools

By Ryan Schaaf

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Combine hard work and deep fun in classrooms with digital game-based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.








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