Jeff Salvati Social Studies Teacher, Lost River Jr./Sr. High School, Merrill, Oregon July 17th, 2014
Salvati 2
Introduction My name is Jeff Salvati, and I am a high school social studies teacher. I have had the privilege of teaching Global History, Psychology, Advanced Psychology, Government, Economics, and History through Film for the past two years at a small school in Southern Oregon. However, with small, rural schools often comes the challenge of poverty, and that is no exception at my school. With one-third of the student population without internet access at home, it is often difficult to integrate high levels of technology within the classroom. Yet, the Masters Degree program in Educational Technology has helped me to introduce students to new and exciting ways of learning. Not only have my students been exposed to the values of technology, but other staff members have benefited from my experiences with this program as well. As I progress with my teaching career, I hope to continue to not only educate myself with educational technology, but also be able to integrate that into the school curriculum. This rationale paper is organized by the AECT Standards that are defined by the EDTECH program. Throughout my studies, I have created many artifacts that are directly linked to meeting these standards. I will briefly explain these linked standards, and how meeting them has helped me to advance my understanding of educational technology, but also how I have been able to pull from theory and apply what I've learned into my own classroom. Standard 1: Design: Design is the process of specifying conditions for learning.
One of the most important lessons that I have learned about design is that technology needs to be used for learning, not simply learning about the technology itself. There are many teachers within my own district that are guilty of using technology just for the sake of using it, Salvati 3
as I myself have befallen that fate from time to time. Therefore, this standard is of utmost importance in that educators have the ability and knowledge to design curriculum with technology as a tool to be used to better the learning, instead of a design that simply teaches them to use basic technology, or is overkill for the assignment at hand. 1.1 Instructional Systems Design: Instructional Systems Design (ISD) is an organized procedure that includes the steps of analyzing, designing, developing, implementing, and evaluating instruction. EDTECH 501 and 532: Tech Trends Assignment/Video Game Lesson Plan
I had the opportunity to create an artifact that not only met this standard, but that had the ability to be modified, implemented, and used for another course in a more in-depth manner. The assignment revolved around the creation of a lesson plan that integrated current technology trends into the classroom. I decided to implement the strategy of game-based learning through a videogame named Stronghold, and apply it to my Global History class. Instead of focusing on what in reality is a videogame created for entertainment and enjoyment, I modified the intended purpose of the game into one that promoted creativity on the part of the students, and paired it with prior knowledge of medieval castle designs. With the Tech Trends Assignment, I had the opportunity to apply the Horizon Report and integrate a new technology into my potential teaching curriculum by following the steps of analyzing the game, designing and developing the purpose of it, implementing it into the class, and further evaluating its outcome. With the Videogame Lesson Plan artifact, I was able to take a larger step in applying a trial run of my lesson plan in an actual classroom setting. As I noted in my reflection for the assignment, the students immediately were immersed in designing medieval castle structures Salvati 4
in an innovative environment. In other words, they were learning about castle design through the video game, not just playing the game. As Lee Sheldon explains in his book The Multiplayer Classroom, it is exceedingly important, when including game-based learning, that there is a fine balance between using the game as a tool to learn, as opposed to using the game to be entertained (Sheldon, 2012). Therefore, my students were not playing through the intended sequence of the videogame; instead I modified and developed the game to meet the educational purpose. 1.2 Message Design: Message design involves planning for the manipulation of the physical form of the message. EDTECH 513: Podcast Assignment (World History in 7 Minutes or Less)
As a history teacher, I enjoyed having the ability to recreate a historical story, and apply it to a slideshow incorporated with music, audio, and video. Likewise, the podcast assignment, titled as World History in 7 Minutes or Less, afforded me the opportunity to use my ability as a lecturer into a purely auditory format of message delivery. Reaching a diverse group of students requires constant alteration to lesson design, as evident in the creation of the podcast. Patricia Smith and Tillman Ragan, in Instructional Design, explained that a good designer knows how and when a student has met the objectives of instruction (Smith and Ragan, 2005). Through the creation of this podcast, I created a set of objectives and purpose from the lesson, that would be evident when the students completed the target goals. EDTECH 513: Renaissance Multimedia Assignment Along with the auditory podcast, the Multimedia assignment illustrated the use of multimedia principles, such as continuity and proximity, to an already created presentation that I use in the classroom. By including these rules of graphic design, studies have shown a higher Salvati 5
retention rate of information by the students, as opposed to being overwhelmed by a multitude of graphics, images, sound, and video (Lohr, 2003). These principles were integrated into my presentation on the Renaissance, and as a result, I have applied these concepts to many of my other presentations by simply altering the physical design. EDTECH 513: Coherence Analysis
The final artifact that meets Standard 1.2 is the Coherence Analysis, again from the class 513. The coherence principle is one that states that if there is too much material or too many "flashy objects", then it can actually detract from the overall learning outcomes (Clark and Mayer, 2003). By providing the general framework for how to design multimedia lessons, these assignments adhere to the principles of this standard. 1.3 Instructional Strategies: Instructional strategies are specifications for selecting and sequencing events and activities within a lesson. EDTECH 502: Propaganda Webquest
To meet the instructional strategies standard, I completed two assignments that were structured around the requirement of following sequential activities and events. The first assignment was a Propaganda Webquest created in the 502 course. While much of the class was centered upon using Dreamweaver to create unique websites, there were still many opportunities to create multimedia products to be used in the classroom. The Propaganda Webquest afforded me the ability to integrate a normal classroom assignment that I use in my Global History course, and use it with a strong technology component. The students follow the sequential steps in completing the activity, and each element has a specified learner characteristic (auditory, kinesthetic, visual), thus allowing me to diversify my teaching strategies to meet the student's needs. As stated by Smith and Ragan, some learning tasks are quite Salvati 6
different in the amount of cognitive effort required, therefore, the importance of diversification in lesson design should be stressed (Smith and Ragan, 2005). EDTECH 502: WWII Jigsaw Activity
The second assignment used to meet this standard was a Jigsaw Activity, completed in 502. The jigsaw format of learning is something that I strive to incorporate into my classroom teaching often, and this activity was one that I was able to immediately integrate into my curriculum. Jigsaws push students to become responsible for not only their learning, but the learning of other class members. Once again, students were asked to follow the sequential set of steps in becoming "experts" in their respective subjects, and then turn and teach that to other members in their group. Using this jigsaw activity with the internet, students were pairing their understanding and learning of World War II theaters of combat with research via the internet, but also allowed for student freedom and creativity in their studies. 1.4 Learner Characteristics: Learner characteristics are those facets of the learner's experiential background that impact the effectiveness of a learning process. EDTECH 502: Netiquette Assignment While developing instructional materials, it is important to ensure that steps have been taken to ensure an equal learning environment for all students. The artifact created to meet this was the Netiquette Assignment, where we were asked to create a webpage that explains the usage and "good manners" etiquette to follow when using the internet with fellow students. In a way, this assignment helps to level the playing field for all learners, and create a hospitable learning environment that is fair for all learners, and their varying amounts of learning characteristics. As is often the case when one enters a new culture, or unfamiliar territory, offensive actions and bad manners can occur without the person understanding the Salvati 7
social norms. Many students come into an internet environment with varying degrees of experience, therefore, a formal set of regulations is needed (Ross, n.d). Standard 2: Development: Development is the process of translating the design specifications into physical form. Similar to the design standard, the development part is contingent on the well designed and implemented instructional material. Therefore, it was important for me to develop material that was consistent with the level of work and design that I expected from my students when used in my classroom. 2.1 Print Technologies: Print technologies are ways to produce or deliver materials, such as books and static visual materials, primarily through mechanical or photographic printing processes. EDTECH 502: Propaganda Webquest As the standard states, this needs to be addressed by using mechanical or photographic means to transmit print materials in a digital way. The Propaganda Webquest assignment from 502 is the ideal artifact that meets this standard, in that print technologies were the primary focus of the webquest itself. During this assignment, students had the ability to research World War II propaganda posters through the use of the National Archives and other websites that offer once printed materials in a digital format. In a way, being able to access print materials via the internet is almost like taking a field trip. Print technologies are incredibly relevant to the history classroom, and one that I will continue to research as its relevancy is tied directly to my teaching. 2.2 Audio-visual Technologies: Audiovisual technologies are ways to produce or deliver materials by using mechanical devices or electronic machines to present auditory and visual messages. EDTECH 513: Screencasting Project on Game Theory (Economics) Salvati 8
In the 513 Multimedia course, I was able to complete the Screencasting Project that fits perfectly into the needs of this standard. In this project, I created a digital lesson revolving around Game Theory in Economics. I provided a step-by-step instructional method to teach students how to complete two game theory boxes. I was able to use the program Screencast, which copied everything that I was doing on my computer. All I needed to do was add in my voice, and follow my on screen template to complete this method of instruction. This simple, straight forward approach to incorporating technology was an easy way to not only teach a lesson, but diversify the learning environment. The lasting effects of the Screencasting Project allows me to create lessons that can be repeated for students who are absent, or need to review a day's lesson, creating a new type of audio-visual delivery. 2.3 Computer-based Technologies: Computer-based technologies are ways to produce or deliver materials using microprocessor-based resources. EDTECH 513: Creating My Learning Log
This standard is represented within this culminating activity. Through EDTECH 501 and EDTECH 513, I have worked on the creation of a Wordpress website to serve as my digital portfolio. Therefore, by creating this website and incorporating computer-based technologies into its creation, this standard has been met through its full completion and application. Not only has it been met in this regard, but I have begun to incorporate digital portfolio keeping in a one of my classes as a way to formatively assess my student's progress through their coursework as a way to change the learning outcomes as needed by the students (Smith and Ragan, 2005). It is something that I will likely continue to integrate into my teaching. EDTECH 541: Spreadsheets/Databases Applied in Social Studies
Salvati 9
Another assignment that meets this standard is the Spreadsheet/Database assignment completed during my 541 course. This artifact had direct correlation into my Global History course, as I took the exact principle learned, through Excel, and applied it to my class. In this task, we learned how to integrate a spreadsheet into an everyday class assignment with little preparatory time. I took this idea, and had my students create a digital timeline of European explorers using Microsoft Excel. The students immediately grasped upon the idea of using computer-based technologies to create this timeline, as opposed to pen and paper. As stated in Integrating Educational Technology Into Teaching, these types of skills, primarily regarding Excel, transfer into a multitude of post-education, job related opportunities (Robyler and Doering, 2013). 2.4 Integrated Technologies: Integrated technologies are ways to produce and deliver materials which encompass several forms of media under the control of a computer. EDTECH 501: Digital Inequality
The Digital Inequality assignment was an early challenge in 501. This required the students to work in a jigsaw fashion to create a coherent presentation on opportunities for communities to close the "digital divide", which helps poor and rural communities overcome challenges to introduce technology. Not only did each student have to create their own slides, but we also had to meet virtually through Google Hangouts, use Google Docs to create a uniform information sheet, use video and microphone to communicate, and record audio for the presentation. In other words, there was much more than just students emailing slideshow slides and information to one student to compile. It was complete interaction. And through this interaction through a multitude of technologies, this process allowed me to meet the standard through this artifact. Salvati 10
EDTECH 513: Digital Story of WWII I was able to take those computer-based skills and apply them to another integrated technology assignment in my 513 class, with the creation of a digital story in EDTECH 513. I was required to integrate recorded audio from my microphone, screen captured items on my desktop, imported video from another source, and create a slideshow of images, audio, and videos. I attempted to have students in my History through Film course complete a similar assignment, but local internet blockers made it a difficult task to complete, which has led me to inquire about the opening of several websites through our internet domain. Nonetheless, the application of multiple forms of computer-based technologies integrated into a coherent, synthesized product has helped me to meet this standard, and apply it to practice, taking into account visual literacy principles, including proximity, text-based standards, and image coherence (Lohr, 2003). Standard 3: Utilization: Utilization is the act of using processes and resources for learning For this standard, the goals that need to be met are diverse, but are nonetheless important to the development of technology in education. This standard deals more with the "how" of implementation, in that it covers how educators are implementing the technology into the classroom. Similar to the first standard, this one is important in that the old adage of throwing technology into a lesson does not make it inherently better, but rather it needs to be utilized to its maximum, and designed, potential. 3.1 Media Utilization: Media utilization is the systematic use of resources for learning. EDTECH 513: Coherence Analysis
Salvati 11
An assignment that meets this standard is the Coherence Analysis from EDTECH 513. To help fully utilize the use of technology, the coherence principle is one that focuses on teaching educators to use media efficiently, effectively, and to not over-stimulate their target audience. Too often do we see educators who create presentations that are asking too much of their students. For example, one PowerPoint slide may contain several graphs, pictures, bright colors, and paragraphs of text. While the educator may think more is better, according to the coherence principle, presentations need to be well organized, well constructed, and have a clear target goal without the clutter (Clark and Meyer, 2003). As a fairly new member of this profession, I have learned to utilize these principles to my own presentations. EDTECH 541: Art and Music Integration in Social Studies
An Art and Music Integration into Social Studies assignment, in 541, allowed me to take several forms of media, and utilize their uniqueness by blending two subjects areas into one. In this case, this lesson was a mix between Art, Music, and Social Studies, and it allowed me to explore a new world of media available to this synthesis assignment. Using the media tool Glogster, students had the ability to create an authentic sounding and looking Renaissance- themed collage. By using tools such as Youtube and Creative Commons, students were able to explore various forms of media, and utilized them into a cohesive collage. Glogster itself has different formats available, but by integrating color, depth, and space principles to their collages, they not only create a fantastic cross-curricular product, but also apply design principles, incorporating the Art side of the assignment (Lohr, 2003). 3.2 Diffusion of Innovations: Diffusion of innovations is the process of communicating through planned strategies for the purpose of gaining adoption. Salvati 12
EDTECH 501: Digital Inequality Assignment This standard was one that was specific to the allocation of technological resources. It is reminiscent of my own circumstance, as technological resources struggle to break the poverty barrier that is holding back many of the rural schools in my district. However, through the Digital Inequality Assignment of 501, this allocation of innovative technology resources can be applied to real life circumstances. As a member of a peer group that researched ways to filter technology into particular communities, we learned about the many ways that technology can be incorporated into hard to reach areas that may otherwise be cut off from access. As the standard states, this is about planned strategies to diffuse resources into communities, and through this artifact, I learned that there is more than one way to bring technology to those who need, or want, to have access to them. 3.3 Implementation and Institutionalization: Implementation is using instructional materials or strategies in real(not simulated) settings. Institutionalization is the continuing, routine use of the instructional innovation in the structure and culture of an organization. EDTECH 501 and 532: Tech Trends Assignment/Video Game Lesson Plan
As I strive to bring new technologies and strategies into my own classroom, I believe that it is just as important to have a school-wide implementation strategy. Through this standard, this can be done. As noted before, the Tech Trends Assignment from 501 allowed me to bring a new way to introduce curriculum to the students, which was through the videogame Stronghold. After implementation of this lesson, which was done through my 532 class, I had many teachers inquiring about the nature of the lesson, how it was implemented, and how the students responded. One point that found positivity in my school was that in game-based Salvati 13
learning, as noted by Sheldon, there is a necessity for students to be challenged. At the beginning of the year, telling students that they have an F, and asking how will they overcome that challenge, is one of those ways to create a focused and challenging environment (Sheldon, 2012). It eventually led to the funding of 3D Game Lab in an experimental fashion for the upcoming school year. While this was an overwhelmingly positive experience that saw many of my fellow educators searching for their own way of bringing new strategies into the classroom, we concluded that our school was lacking in the technological resources to accommodate multiple computer labs and laptops. This in itself has brought about an organized approach through my school to develop and institutionalize certain technologies, but it was done through goal-oriented utilization.
3.4 Policies and Regulations: Policies and regulations are the rules and actions of society (or its surrogates) that affect the diffusion and use of Instructional Technology. EDTECH 501: Technology Use Planning Overview Without have the policies and regulations that guide the implementation of educational technology, there is little chance of successful integration on a large scale. School districts have been creating technology plans for some time, and through an assignment in my 501 class, I had the opportunity to dive into the technology use plan developed by several graduate students at Mississippi State University. The plan, known as the Guidebook for Developing an Effective Instructional Technology Plan, is relatively older in age, but still applicable to today. They explain that a truly effective plan is one that is not reactive to the changing phases of the technology industry, but proactive in nature. This can be interpreted in two ways. One, educators should not be assessing their technology use based solely on available technology Salvati 14
resources, but rather the potential of new, innovative, future products. Two, technology is changing so rapidly, that a technology plan created to last for several years will be completely irrelevant and cumbersome by the time the plan is no longer in contract (See, 1992).
Standard 4: Management: Management involves controlling Instructional Technology through planning, organizing, coordinating, and supervising.
The management standard is one that is centered around the execution of proper planning and design, as well as having roots in the previous standards. Within this standard are four sub-sets that revolve around project, resource, delivery system, and information management. While most of the other standards focused on curriculum development, this standard seems to have a more administrative approach to it, and one that is definitely not to be overlooked. 4.1 Project Management: Project management involves planning, monitoring, and controlling instructional design and development projects. EDTECH 505: Evaluation of School Webpage - Final Project Without a doubt, the final project completed for the 505 course, which in my case was a formal evaluation of my school's webpage, was ideal for meeting the standard of project management. Following a painstakingly intricate evaluation, the project had me exploring several methods of technology planning within the school district, and enlightened me to the entangling webs that all influenced the fairly simple webpage. While project management and implementation of particular technology designs is not something that I envision in my future, it was nonetheless a valuable experience to understand the budgeting and negotiation that takes place within the realm of planning and implementation. Salvati 15
4.2 Resource Management: Resource management involves planning, monitoring, and controlling resource support systems and services. EDTECH 501: Matury Model Benchmarks/School Evaluation Summary In EDTECH 501, we were asked to complete the School Evaluation Summary assignment through Peter Sibley and Chip Kimballs Maturity Model Benchmarks, where we were tasked with completing a general assessment of our school's technological resources. As mentioned before, this was a difficult yet enlightening process, given the lack of resources available to the school. The standard asked for a cost analysis evaluation of resource management, and my school was inadequate in several areas. However, even with some newer technologies such as SmartBoards and digital projectors, there are many educators who simply set these aside and do not bother to use the new, in favor of the old. Therefore, the overall resource management of my school, as I learned through this artifact creation, was lacking. While this was the outcome of the application to the benchmarks, the standard is met through the monitoring of the resources that were being managed in my particular school, and looking through the support systems and services. 4.3 Delivery System Management: Delivery system management involves planning, monitoring and controlling 'the method by which distribution of instructional materials is organized' . . . [It is] a combination of medium and method of usage that is employed to present instructional information to a learner. EDTECH 502: Mobile Learning - 1950s USA The delivery system management standard requires understanding of information delivery that can be applicable to multiple devices. In that regard, the assignment that I completed that helped me to meet this standard was done in the 502 class, and was the Mobile Learning instruction. In this assignment, I was asked to create a lesson that revolved around the use of mobile devices that could access a specific webpage that I designed, centered around the Salvati 16
United States in the 1950s. The webpage was meant, and created, for mobile users to be able to easily navigate a website that may normally have been a burden. Often times, webpages that are accessed through mobile devices are difficult to use because the site lacks the ability to convert pages to a more mobile-friendly viewing capacity. In this assignment, I learned how to modify webpages to be delivered in a mobile format. 4.4 Information Management: Information management involves planning, monitoring, and controlling the storage, transfer, or processing of information in order to provide resources for learning. EDTECH 501: RSS Feeds
The task involving the RSS feeds was a completely new concept to me as I entered my 501 course. My first inclination of the RSS feed is that this will give students the opportunity to save time in completing certain assignments. For example, if an assignment requires the student to stay current on a topic, such as a presidential election, then the RSS feed will allow them to see up to date information and posts regarding the election through these websites. Instead of having students scour the internet for a related article, the RSS feed taught me that by a simple click of a button, certain topics and trends can be followed. Therefore, it was a systematic control, storage, and transfer of internet resources that allowed me to meet this standard. EDTECH 501: Zotero Library Assignment Another assignment that helped me to understand the storage and accessibility of internet data was the Zotero Library Assignment from 501. As the same with the RSS feeds assignment, Zotero has grown from an amazing bibliographic tool for my students to one that I cannot live without with my own research. Not only is Zotero easily plugged in to the internet browser, but it also can create an automatic bibliography section for a paper. This, paired with Salvati 17
the RSS feed, can save valuable time for students working on internet research assignments. Through the systematic control, storage, and transfer of digital information through RSS feeds and Zotero, this standard has been met through the artifact assignment dealing with the use of the tool. Standard 5: Evaluation: Evaluation is the process of determining the adequacy of instruction and learning The final standard set is arguably the most important aspect to understanding educational technology. Without a clear form of evaluation to measure the success of implementation, then truly the ability to integrate technology in the education system is haphazard and disorganized. By having a comprehensible form of evaluating materials, educational effectiveness can be calculated. 5.1 Problem Analysis: Problem analysis involves determining the nature and parameters of the problem by using information-gathering and decision-making strategies. EDTECH 503: ID Final Project - Creating a Prezi on a Historical Figure The Instructional Design Project of 503 allowed me to look into the problem analysis stage. I applied the instructional design process through a created assignment regarding student creation of a Prezi presentation on a historical figure. Throughout this artifact, I learned about the importance of instructional design as it applies to the creation of technological lessons. A course, or lesson, that is poorly planned is often what leads to a lack of understanding on the students perspective (Smith and Ragan, 2005 ). A well planned and designed curriculum component is the structural backbone to any lesson outcome, and through this artifact, that was the largest takeaway, and allowed me to meet this standard.
Salvati 18
5.2 Criterion-Reference Measurement: Criterion-referenced measurement involves techniques for determining learner mastery of pre-specified content. EDTECH 505: Evaluation of School Webpage Through the EDTECH 505 class, the final evaluation project helped me to meet this requirement. The standard states that it must be met through criterion-reference forms of evaluation to measure the success, or lack thereof, of the lesson being applied. As I completed an evaluation of the school's webpage, I used a simple form of feedback for the students, faculty, administration, and parents. The evaluation asked them to rate their level of understanding, approachability, and overall usefulness of the school's webpage. This gave me an incredibly honest and straightforward set of criteria from which I could generate my results for the report, but also use for my reflection and recommendation. Therefore, by using the results from the measurements, I was able to fully evaluate the webpage from the point of view of many stakeholders involved. 5.3 Formative and Summative Evaluation: Formative evaluation involves gathering information on adequacy and using this information as a basis for further development. Summative evaluation involves gathering information on adequacy and using this information to make decisions about utilization. EDTECH 505: Evaluation of School Webpage Formative and summative assessments are critical to any lesson, as they provide a guideline for moving through a unit, or lesson, of study. Through the EDTECH 505 Evaluation Project, which serves as the best example of this, I was able to use both formative and summative assessments to guide my final evaluation. To do this, I constructed a survey to help guide my evaluation of the school's website. In other words, I worked to identify areas of concern for the stakeholders involved. As the Salvati 19
evaluation progressed, the stakeholders and I identified steps that could be taken to better the target of the evaluation. At its conclusion, a final recommendation was made through the summative processes that led to the actual changing of the website through the district administrators. The importance of understanding if the evaluation meets the targeted goals of the stakeholders is stressed through Smith and Ragan's text, and this must be included for a successful evaluation (Smith and Ragan, 2005). By systematic use of both formative and summative evaluations, the overall target of the project was created, and met the needs of the stakeholders. 5.4 Long-range Planning: Long-range planning that focuses on the organization as a whole is strategic planning. Long-range is usually defined as a future period of about three to five years or longer. During strategic planning, managers are trying to decide in the present what must be done to ensure organizational success in the future. EDTECH 501: School Evaluation Summary
By completing the Tech Trends Assignment for 501, I was able to dive into the guidebook for designing technology plans. The guidebook called for districts to implement long- range plans in a series of cycles, as new technology will constantly be changing the needs of the district plan. Also, systematic training of staff needs to be implemented at a rate that is consistent with the rapidly changing technologies. In other words, what this assignment taught me was that while there are incredible needs for long-range planning when it comes to technology, it needs to be a constant, on-going process to meet these demands. Conclusion Coming to the end of this program is a bittersweet experience. My knowledge and level of comfort entering in to this degree program was quite naive in retrospect. I felt that this was Salvati 20
something that would build upon my understanding of educational technology, but instead, it completely shattered my belief that I knew everything about technological trends and tools. As I have already applied many of these tools and experiences to my own school, I'm looking forward to being a technology leader in not only my school, but also my district. I believe that there are few degree programs where students can literally pull direct information and tools that are immediately applicable to just about any educational situation. Without a doubt, meeting these standards have made me a stronger teacher for the 21st century, makes me a more valuable job candidate if the need arises, and has increased my awareness of the ever- changing digital realm.
Salvati 21
Bibliography Clark, R. & Mayer, R. (2003). E-Learning and the science of instruction : proven guidelines for consumers and designers of multimedia learning. San Francisco, CA: Jossey- Bass/Pfeiffer. Graduate Students at Mississippi State University. (1996). Guidebook for developing an effective instructional technology plan. Retrieved from: http://www.nctp.com/downloads/guidebook.pdf Lohr, L. (2003). Creating graphics for learning and performance: lessons in visual literacy. Upper Saddle River, N.J.: Merrill. Roblyer, M. & Doering, A. (2013). Integrating educational technology into teaching. Boston: Pearson/Allyn and Bacon Publishers. Ross, S. (2011). The Core of Netiquette. Albion. Retrieved from http://www.albion.com/netiquette/introduction.html See, J. (1992, May). Developing effective technology plans. The Computing Teacher, 19, (8). Sheldon, L. (2012). The multiplayer classroom designing coursework as a game. Boston, MA: Course Technology/Cengage Learning. Smith, P. L., & Ragan, T. J. (2005). Instructional design. Hoboken, NJ: John Wiley & Sons, Inc.