Further Resources
Integrating Digital Tools in Teacher Education - General Overview
Aubusson, P., Schuck, S., & Burden, K. (2009). Mobile learning for teacher professional learning: Benefits, obstacles and issues. Research in Learning Technology, 17(3), 233-247.
Burden, K. J., & Kearney, M. (2016). A Snapshot of Teacher Educators’ Mobile Learning Practices. Proceedings of the International Mobile Learning Festival 2016.
Dyson, L. E. (2011). Does Going Mobile Always Make Learning Better? In T. Bastiaens & M. Ebner (Eds.), Proceedings of ED-MEDIA 2011-World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2957-2966). Lisbon, Portugal: Association for the Advancement of Computing in Education (AACE).
Elsafi, A. (2018). Formal and Informal Learning Using Mobile Technology. In S. Yu, M. Ally, & A. Tsinako (Eds.), Mobile and Ubiquitous Learning. An International Handbook (pp. 177-189).
Kozdras, D., & Welsh, J. (2018). Enter the Matrix: A Pedagogy for Infusing Technology. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 536-541). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE).
Punie, Y., editor(s), Redecker, C. (2017). European Framework for the Digital Competence of Educators: DigCompEdu. Publications Office of the European Union, Luxembourg.
Rose, J., & Reynolds, D. (2006). Teachers’ Continuing Professional Development: A New Approach. 20th International Congress for Effectiveness and Improvement.
Wegner, M., Schuck, S., & Burden, K. J. (2010). Locating Learning in the Third Space.
Promoting Student Collaboration
White, T., Wallace, M., & Lai, K. (2012). Graphing in Groups: Learning About Lines in a Collaborative Classroom Network Environment. Mathematical Thinking and Learning, 14(2), 149-172.
Creating and Implementing Interactive Materials
Alawadhi, A., & Thabet, R. A. (2023). Using Nearpod to Promote Engagement in Online ESL Classes: A Mixed-Methods Study in the Context of Higher Education. In Advances in Human Factors in Training, Education, and Learning Sciences (pp. 141-155).
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in Education – Cases, Places and Potentials. Educational Media International, 51(1), 1-15.
Charitonos, K., Blake, C., Scanlon, E., & Jones, A. (2012). Museum learning via social and mobile technologies: (How) can online interactions enhance the visitor experience? British Journal of Educational Technology, 43(5), 802-819.
Kim, H. J., Park, J. H., Yoo, S., & Kim, H. (2016). Fostering Creativity in Tablet-Based Interactive Classrooms. Educational Technology & Society, 19(3), 207-220.
Perry, B., Dalton, J., & Edwards, M. (2009). Photographic Images as an Interactive Online Teaching Technology: Creating Online Communities. International Journal of Teaching and Learning in Higher Education, 20(2), 106-115.
Pulukuri, S., & Abrams, B. (2020). Incorporating an Online Interactive Video Platform to Optimize Active Learning and Improve Student Accountability through Educational Videos. J. Chem. Educ., 97(12), 4505–4514.
Squire, K. (2010). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society. Teachers College Record, 112(10), 2565-2602.
Fostering Participation in Class
Chen, C. H., Liu, G. Z., & Hwang, G. J. (2016). Interaction between gaming and multistage guiding strategies on students’ field trip mobile learning performance and motivation. British Journal of Educational Technology, 47(6), 1032-1050.
Derakhshan, A., & Khatir, E. (2015). The Effects of Using Games on English Vocabulary Learning. Diario de Lingüística Aplicada y Lenguaje, 2(3), 39–47.
Gil-Flores, J., Rodríguez-Santero, J., & Torres-Gordillo, J. J. (2017). Factors that explain the use of ICT in secondary-education classrooms: The role of teacher characteristics and school infrastructure. Computers in Human Behavior, 68, 441–449.
O’Rourke, J., Main, S., & Hill, S. M. (2017). Commercially available Digital Game Technology in the Classroom: Improving Automaticity in Mental-maths in Primary-aged Students. Australian Journal of Teacher Education, 42(10), 4.
Schaaf, R., & Engel, K. (2018). Learning with digital games. In partnership with Amplify.
Producing Digital Outputs
Ben-Ahmed, H. E. (2023). Nurturing caring pedagogical relationships through a digital storytelling approach: New avenues for educators. Teaching and Learning in Nursing.
Escobar Sevilla, J. (2018). Integrating podcasts in the EFL classroom. A case study in 1o E.S.O. Complutense Journal of English Studies, 26(0), 193–217.
Liang, J.-C., & Hwang, G.-J. (2023). A robot-based digital storytelling approach to enhancing EFL learners’ multimodal storytelling ability and narrative engagement. Computers & Education, V201(3).
Meier, A. (2015). L2 Incidental Vocabulary Acquisition Through Extensive Listening to Podcasts. Working Papers in TESOL & Applied Linguistics, 15(2), 72–84.
Naidionova, A. V., & Ponomarenko, O. G. (2018). Use of Podcasting Technology To Develop Students’ Listening Skills. Information Technologies and Learning Tools, 63(1), 177.