Even though this is my first semester in the Applied Digital Learning program, I have created a growing list of resources that I believe with be great for growing a learners mindset, maintaining focus on learning how to learn in more optimized ways as well as implementation of my Innovation Plan.


Arney, Liz. (2014). Go Blended!: A Handbook for Blending Technology in Schools. Jossey-Bass.

 

 

This book is a practical implementation guide for educators interested in implementing blended learning in the classroom. As I pilot the Blended Learning Leadership Program, this book will help me in providing helpful documents and lesson plans to support blended learning.

Dweck, C.S. (2006). Mindset: the new psychology of success. Random House. text.

 

Dweck introduces a phenomenon she calls false growth mindset and guides people toward adopting a deeper, truer growth mindset. She also expands the mindset concept beyond the individual, applying it to the cultures of groups and organizations. With the right mindset, you can motivate those you lead, teach, and love - to transform their lives and your own.

Merrill, J., Merrill, K., & Miller, C. (2020). The Interactive Class: Using technology to make learning more relevant and engaging in the elementary class. Elevatebooksedu.

 

As I provide teachers with digital resources that enhance student voice and choice, this book will be an invaluable resource as it emphasizes interactive learning and detailed strategies for fostering student growth and resilience.


Chou, Yu-Kai. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards Kindle Edition. Octalysis Media.

 

 

The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.

Duckworth, Angela. (2016). Grit: The Power of Passion and Perseverance. Scribner.

 

 

 

When implementing my innovation plan, it's going to take "grit" from both me and the teachers participating. To successfully integrate technology and achieve a blended learning classroom, teachers must understand it is not talent that equals success, but a blend of passion and persistence. This book will allow me and the teachers to explore these concepts.

Kapp, Karl. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education 1st Edition. Pfeiffer.

 

 

 

"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles."


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