REFERENCES AND RESOURCES Interactive Multimedia Technology: A Tool for Intervention and Prevention Lynn V. Marentette, Sp.A., NCSP National Association of School Psychologists 2006 Convention, Anaheim, CA March 28, 2006 4Teachers.org. (2006). Website: http://www4teachers.org. AACE Association for the Advancement of Computers in Education. (2006). Website: http://www.aace.org/ AACE Journal: International Forum on Information Technology in Education. (2006). Website: http://www.aace.org/pubs/aacej/ AACE Journal of Educational Multimedia and Hypermedia (JEMH). (2006). Website: http://www.aace.org/pubs/jemh/ AACE Journal of Interactive Learning Research. (2006). Website: http://www.aace.org/pubs/jilr/default.htm Aldrich, C. (2005). Learning by Doing : A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences. San Francisco: Wiley Alliance for Excellence in Education. (2003). Crime Factoids. http://www.all4ed.org/publications/Crime%20Factoids%20for%20Website.doc Alliance for Excellence in Education. ( ). Reading next: A vision for action and research in middle and high school literacy. http://www.all4ed.org/publications/ReadingNext/ReadingNext.pdf ; http://www.all4ed.org/adolescent_literacy/index.html Alternative Education Project. (2004). Training modules. Alternative Education Website. San Jose State University. http://alternativeed.sjsu.edu/index.html Alvermann, D. E. (2001). Effective literacy instruction for adolescents. Executive summary and paper commissioned by the National Reading Conference. Chicago, IL: National Reading Conference. http://www.nrconline.org/publications/alverwhite2.doc Alvermann, D. E. (2003). Seeing themselves as capable and engaged readers: Adolescents and re-mediated instruction. North Central Regional Educational Laboratory. http://www.ncrel.org/litweb/readers/readers.pdf . Alvermann, D.E., Hagood, M.C., Williams, K.B. (2001.) Image, language, and sound: Making meaning with popular culture texts. Reading Online, 4(11). http://www.readingonline.org/newliteracies/lit_index.asp?HREF=/newliteracies/action/alvermann/index.html . Arnheim, R. (1974). Art and visual perception: A psychology of the creative eye. Berkeley: University of California Press. Association for Supervision and Curriculum Development. ASCD. (2006). Website: http://www.ascd.org Atwell, J. Savill-Smith, C. (Eds.). (2004). Learning with mobile devices: Research and Development. Learning and Skills Development Agency Ayers, K.M. & Langone, J. (2002). Acquisition and generalization of purchasing skills using a video enhanced computer-based instructional program. Journal of Special Education Technology, 17(4) 14-28. Bacccus, J. R., Baldwin, M.W., & Packer, D.J. (2003). Increasing implicit self-esteem through classical conditioning. Mcgill. http://www.selfesteemgames.mcgill.ca/research/psychsci.pdf Beal, C., Shaw, E., Chiu, Y., Lee, H. Vilhjalmsson, H., Qu, L. (2005). Enhancing ITS instruction with integrated assessments of learner mood, motivation and gender. 12th International Conference on Artificial Intelligence in Education, July 18-22, 2005, Amsterdam, Netherland. http://wayangoutpost.net/paper/MotivationPosterCRC.pdf Beal, C. & Cohen, P. (2005).Comparing apples and oranges: Computational methods for evaluating student and group learning histories in intelligent tutoring systems. 12th International Conference on Artificial Intelligence in Education, July 18-22, 2005, Amsterdam, Netherland. http://wayangoutpost.net/paper/AnimalWatchFinal.pdf Beal, C., Walles, R., Arroyo, I., Woolf, B. P. (2005). Intelligent tutoring for math achievement testing: A controlled evaluation. http://wayangoutpost.net/paper/WayangEvaluation.pdf Beal, C., Lee, H (2005). Creating a pedagogical model that uses student self reports of motivation and mood to adapt ITS instruction. Workshop on Motivation and Affect in Educational Software. July 18-22, 2005, Amsterdam, Netherland. http://wayangoutpost.net/paper/Beal&LeeCRC.pdf BECTA Schools Website. (2006). http://schools.becta.org.uk/index.php?section=tl&rid=521 Bertoline, G. R. (1998). Visual science: an emerging discipline. Journal for Geometry and Graphics. 2 (2) 181-187. Blanton, B.L .& Helms-Breazeale, R. (2000). Gains in self-efficacy: Using smartboard interactive whiteboard technology in special education classrooms. SmartTech. Retrieved from: http://www.smarterkids.org/research/paper2.asp 1 Bonk, C.J. & Dennen, V. (2005). Massive multiplayer online gaming: A research framework for military training and education. Office of the Under Secretary of Defense for Personnel and Readiness. MMOGameReport_Bonk_Final.pdf BorderLink Project (2005) A review of lessons learned from the five years of the BorderLink project. Imperial and San Diego County Offices of Education, CA. http://www.borderlink.org/files/lessons/EntireDoc.pdf Website: http://www.borderlink.org. Resources: http://www.borderlink.org/resources/ Bork, A. (2003). Interactive learning: Twenty years later. Contemporary Issues in Technology and Teacher Education, 2(4), 608-614. http://www.citejournal.org/vol2/iss4/seminal/article2.cfm Botge, B. A, Heinrichs, M, Chan, S, & Mehta, Z.D. (2003). Effects of video-based and applied problems on the procedural math skills of average and low-achieving adolescents. Journal of Special Education Technology. 18 (2) 5-23. Buckingham, D., Burn, A., Pelletier, C. (2005). Making games: Creative game authoring in and beyond the classroom. Immersive Education. http://www.immersiveeducation.com/uk/documents/MakingGamesIOE.pdf Burgstahler, S. (2003). Role of technology in preparing youth with disabilities for postsecondary education and employment. Journal of Special Education Technology. 18(4) http://jset.unlv.edu/18.4/burgstahler/first.html Burmark, L. (2004). Visual Literacy. ASCD. E-book: http://www.lynellburmark.org/p_visualliteracyebook.asp Burnett, R. (2004). How images think. Cambridge, Mass: MIT Press. Bransford, J. (Ed.). (2000). How people learn brain, mind, experience, and school. Washington, D.C: National Academy Press. Online: http://darwin.nap.edu/books/0309070368/html Bremer, C., Bost, L., Gregorian, J. (2004). Presentation: Dropout and graduation. National Accountability Conference on Special Education and Early Intervention. New Orleans, LA. http://www.monitoringcenter.lsuhsc.edu/CONFERENCE%20DOCS/DROPOUT%20GRAD%20PDF/NACPowerpointDropoutGrad091704a. pdf Bryson, M & de Castell, S. (1998). New technologies and the cultural ecology of primary schooling: Imagining teachers as luddites in/deed. Educational Policy. 12 (5) 542-567. Bryson, M, de Castell, S, & Jenson, J (2002) Object lessons: Towards an educational theory of technology. First Monday Peer Reviewed Journal on the Internet. http://www.firstmonday.dk/issues/issue7_1/castell/ Byrom, E. & Bingham, M. (2001). Factors influencing the effective use of technology for teaching and learning. Durham, NC: SEIR*TEC at SERVE. Available from http://www.seirtec.org/publications/lessons.pdf Caldwell, C., Dake, D., Safly, M. Ulch L. (1999). Visual thinking. NAB, Department of Art and Design, Iowa State University. http://www.design.iastate.edu/ART/NAB/visthnk1.html Carr, D.; Buckingham, D., Burn, A., Schott, G. (2005). Computer games: text, narrative, and play. Polity Press. Center for Applied Research in Educational Technology. CARET.( ). Evidence-based benefits of technology. http://caret.iste.org/ Center for Applied Special Technology. CAST. (2006). http://www.cast.org/ ; http://www.cast.org/teachingeverystudent/ Chamberlin, J. (1998) Reaching “flow” to optimize work and play: Psychologist studies what makes our work and personal life rich and full. APA Monitor, 29 (7). http://www.apa.org/monitor/jul98/joy.html Champoux, B. Fujisawa, K. & Inoue, T. (2000) Transmitting visual Information: Icons become words. Proceedings from the International Multimedia Modeling Conference, Nagano, Japan. http://www.mic.atr.co.jp/organization /dept3/papers/Cails/cails_paper.html . Cholmsky, P. (2003). Why gizmos work: Empirical evidence for the instructional effectiveness of ExploreLearning’s interactive content. http://www.explorelearning.com/View/downloads/WhyGizmosWork.pdf Christensen H., Griffiths K.M., and Korten A. (2002). Web-based cognitive behavior therapy: Analysis of site usage and changes in depression and anxiety scores. Journal of Medical Internet Research..4(1). http://www.jmir.org/2002/1/e3/ Christensen H, Griffiths K.M., Korten A.E., Brittliffe K., Groves, C. (2004). A comparison of changes in anxiety and depression symptoms of spontaneous users and trial participants of a cognitive behavior therapy website. Journal of Medical Internet Research. 6(4). http://www.jmir.org/2004/4/e46/ Clarfield, J., & Stoner, G. (2004). The effects of computerized reading instruction on the academic performance of students identified with ADHD. School Psychology Review, 13, 246-54. Cobb, B., Sample, P., Alwell, M. & Johns, N. (2005). The effects of cognitive -behavioral interventions on dropout for youth with disabilities. National Dropout Prevention Center for Students with Disabilities. Clemson, S.C. http://www2.edc.org/ndpc-sd/cognitive/report.pdf http://www.dropoutprevention.org/NDPC-SD/resources/research.htm 2 Coiro, J. (2003). Reading comprehension on the internet: Expanding our understanding of reading comprehension to encompass new literacies. [Exploring Literacy on the Internet department]. The Reading Teacher, 56(6). http://www.readingonline.org/electronic/elec_index.asp?HREF=/electronic/RT/2-03_column/index.html Coiro, J. (2000). Using assistive technology to enhance literacy programs in the primary grades. Presentation website: http://www.lite.iwarp.com/horizon.htm Cole, G. (2004). What’s new: A new stage of learning. The Times Educational Supplement. http://www.immersiveeducation.com/uk/documents/tesreview22-10-04.pdf Collaborative for Academic and Social Learning. CASEL (2006). Website: http://www.casel.org/ Conway, J. (1997). Educational technology’s effect on models of instruction. http://copland.udel.edu/~jconway/EDST666.htm Coyle, D. & Matthews, M. (2004). Personal Investigator: A therapeutic 3D game for teenagers. CHI2004 Vienna 25-29 April 2004. Presented at the Social Learning Through Gaming Workshop. http://mindgames.medialabeurope.org/publications/pubilcationsPersonalInvestigatorCHI2004Presented.pdf Coyle, D., Sharry, J. Nisbet, A., Matthews, M. (2004). Virtual perspectives: Developing a therapeutic 3D virtual environment for adolescents. Virtual Perspectives. http://mindgames.medialabeurope.org/publications/pubilcationsVirtualPerspectives.pdf Crichton, S., & Kopp, G. (2006). Multimedia technologies, multiple intelligences, and teacher professional development in an international project. Innovate: Journal for Online Education. 2(3) http://www.innovateonline.info/index.php?view=article&id=39 Related Webcast: http://breeze.uliveandlearn.com/p22077717/ Center for Effective Collaboration and Practice (CECP). (2006). Website: http://cecp.air.org/ Center for School Mental Health Analysis and Action (CSMHA). (2006). Website: http://csmha.umaryland.edu/ Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row. Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harper Perennial. Csikszentmihalyi, M., Abuhamdeh, S., & Nakamura, J. (2005). Flow: A general context of mastery motivation. In Elliot, A. & Dweck, C.S. (Eds.) Handbook of competence and motivation. New York: Guilford Press. http://www.qlrc.org/pmachine/more.php?id=8_0_1_0_M3 Curtis, M., Gramiling, A., Norris, C., Reese, K., Soloway, E., Wieczorek, A, (2004). Pocket PC computers: A complete resource for classroom teachers. International Society for Technology in Education: ISTE Publications. (This publication comes with a CD of applications and resources.) Daly, J. (Ed.). (2005). iKids. Turned in. Turned on. Teachable? How to connect with a new king of learner. Edutopia. Also online at www.glef.org or www.edutopia.org. Dandeneu, S.D. & Baldwin, M.W. (2004). The inhibition of socially rejecting information among people with high versus low self-esteem: The role of attentional bias and the effects of bias reduction training. Journal of Social and Clinical Psychology, 23, 584-602. http://www.selfesteemgames.mcgill.ca/research/Dandeneau_Baldwin(2004).pdf Dann, W., Cooper, S. & Pauch, R. (2006). Learning to program with Alice. Prentice Hall. http://www.aliceprogramming.net/ Davies, C., Hayward, G. & Lukman, L. (2005). 14-19 and digital technologies: A review of research and projects. NESTA FutureLab. http://www.futurelab.org.uk/research/reviews/reviews_13/13_01.htm http://www.futurelab.org.uk/download/pdfs/research/lit_reviews/futurelab_review_13.pdf Davis, R. (2004) The use of interactive multimedia in the promotion of mental health in the schools. The Winston Churchill Trust of Australia http://www.churchilltrust.com.au/Fellows%20Reports/Davis%20Reg%202004.pdf Darrow, M.S. (1999). Increasing research and development of virtual reality in education and special education: What about mental retardation? VR in the Schools 1(3). Dean, D. (2002). Using virtual reality in K-12 Education. Encyclopedia of Educational Technology. http://coe.sdsu.edu/eet/articles/vrk12/index.htm Dede, C. (2005). Planning for "neomillenial" learning styles: Implications for investments in technology and faculty. In Oblinger, D.G., & Oblinger, D.L. Educating the Net Generation. Dede, C. (2006). Virtual Reality of Learning. Interactive Educator. 2(1). 40-41 Dede, C. (2004). Enabling distributed learning communities via emerging technologies -part one. T.H.E. Journal. http://www.thejournal.com/magazine/vault/A4963.cfm Dede, C. (2004). Enabling distributed learning communities via emerging technologies -part twp. T.H.E. Journal. 3 http://www.thejournal.com/magazine/vault/A5027.cfm Dede, C., Clark, J., Ketelhut, D. J., Nelson, B., & Bowman, C. (2005). Students' motivation and learning of science in a multi-user environment. AERA. Deshler, D., Francis, D., Guthrie, J., Kamil, M., & McPartland, J. (2004). Reading next: A vision for action and research in middle and high school literacy. Report to the Carnegie Corporation of New York. Alliance for Excellence in Education. Doolittle, P E. (2001) Multimedia learning: Empirical results and practical applications. Virginia Polytechnic Institute and State University. http://www.ipfw.edu/as/tohe/2001/Papers/doo.htm Edutopia. (2006). Website: http://www.edutopia.org/ The George Lucas Foundation. Educause. (2006). Website: http://www.educasue.edu/ Eichelberger, J. ( ). The leadership challenge in graduating students with disabilities: It's everybody's challenge! Pennsylvania Training and Technical Assistance Network. http://www.dropoutprevention.org/NDPC-SD/resources/docs/theleade.ppt http://www.dropoutprevention.org/NDPC-SD/resources/presentations.htm Elias, M.J., Zins, J.E., Graczyk, P.A., & Weissberg, R.P. (2003). Implementation, sustainability, and scaling up of social-emotional and academic innovations in public schools. EBSCO Publishing. Fitzgerald, G., & Koury, K. (2003). The KidTools support system. U.S. Department of Education Grant #H327A000005. http://kidtools.missouri.edu Fortungo, N., & Zimmerman, E.C. (2005). Learning to play to learn – Lessons in educational game design. Gamasutra. http://www.gamasutra.com/features/20050405/zimmerman_01.shtml Galas, C. (2006). Why Whyville? Learning and Leading with Technology. http://www.whyville.net/smmk/nice Gardner, H. (1993). Frames of mind the theory of multiple intelligences. New York, NY: BasicBooks. Gardner, H. (1994). The arts and human development a psychological study of the artistic process. New York: BasicBooks. Gentile, D. (2005). Video games as exemplary teachers. Biennial Meeting of the Society for Research and Child Development. Atlanta, GA. Gee, J.P. (2004). Good video games and good learning. http://www.academiccolab.org/resources/documents/Good_Learning.pdf Gee, J.P. (2005). What would a state of the art instructional video game look like? Innovate 1 (6). http://www.innovateonline.info/index.php?view=article&id=80 Gee, J. P. (2003). What video games have to teach us about learning and literacy? New York: Palgrave Macmillan. Gee, J.P. and Shafer, D.W. (2005). Before every child is left behind: How epistemic games can solve the coming crisis in education, University of Wisconsin-Madison, Academic Advanced Distributed Learning Co-Laboratory. Gobel, S., Schneider, O., Iurgel, I., Feix, A., Knofle, C. & Rettig, A. (2004). Virtual Human: Storytelling and comptuer graphics for a virtual human platform. Ref_VirtualHuman_TIDSE-04.pdf. Grandin, T. (1996). Thinking in pictures and other reports from my life with autism. New York: Vintage Books. Grow, G. (2004). The writing problems of visual thinkers Visible Language, 28 (2) 134 - 161. http://www.longleaf.net/ggrow/WriteVisual/WriteVisual.html Grau, O. (2003). Virtual art from illusion to immersion. Cambridge, Mass: MIT Press. Greenberg, A. (2004). Flow and peak performance. In B. Hoffman (Ed.), Encyclopedia of Educational Technology. Retrieved March 22, 2006, from http://coe.sdsu.edu/eet/articles/flow/start.htm Gynn, C.M. & Acker, S.R. Eds. (2003). Learning objects: Context and connections. http://morty.uts.ohiostate.edu/learning_objects/documents/TELR-LO7screen.pdf Habgood, J. (2006). Website: http://www.gamelearning.net/ Halverston, R. (2005). What can K-12 school leaders learn from video games and gaming? Innovate: Journal of Online Learning. 1(6). http://www.innovateonline.info/index.php?view=article&id=81 Hebert, J. (2004). Children’s illustrated e-tales. http://pie.concord.org/product.php3?id=4 Concord Consortium Hefner, A. (2006). Website: http://www.ahefner.com/main2/pages/class/class.html 4 Interactive Educator. (2006). Publication: SMART Technologies. Website: http://education.smarttech.com International Society of Technology in Education. ISTE. (2006). Website: http://www.iste.org/ Innovate Journal of Online Learning. (2006). Website: http://www.innovateonline.info/index.php Institute for the Advancement of Research in Education (IAR) at AEL (2003). Graphic organizers: A review of scientifically based research. http://www.ael.org Izzo, M. & Murray, A. (2003). Applying Universal Design for Learning principles to enhance achievement of college students. pp29-42. In Gynn, C.M. & Acker, S.R., Eds. (2003). Learning objects: Context and connections. http://morty.uts.ohiostate.edu/learning_objects/documents/TELR-LO7screen.pdf http://telr-research.osu.edu/learning_objects/documents/Izzo-Murray.pdf Jacobson, J., Kelley, M., Ellis, S., Seethaler, L. (2005). Immersive displays for education using CaveUT. World Conference on Educational Multimedia Hypermedia & Telecommunications, Montreal, Canada, June 27-July 2. PDF Jessor, R. (1993). Successful adolescent development among youth in high-risk settings. American Psychologist, 48,117-126. Johns, J., Jonsoon, A., Mehranian, H., Arroyo, I, Woolf, B., Barto, A., Fisher, D. Mahadeven, S. (2005). Evaluating the feasibility of learning student models from data. Amherst, MA: Center for Knowledge Communication, Computer Science Department, University of Massachusetts – Amherst. Jolivette, K, Stichter, J. P. Nelson, C.M, Scott, T.M, Liaupsin, C.J. (2000). Improving post-school outcomes for students with emotional and behavioral disorders. The Council for Exceptional Children: ERIC Clearinghouse on Disabilities and Gifted Education. http://ericec.org/digests/e597/html Kaufman, H., & Schmalstieg, D. (2006). Designing immersive virtual reality for geometry education. Proceedings of IEEE Virtual Reality 2006(VR’06), Alexandria, VA. http://www.icg.tu-graz.ac.at/pub/pdf/DesigningImmersiveVR Kent, P & Savill-Smith, C. (2003). Research Report: The use of palmtop computers for learning: A review of the literature. Learning and Skills Development Agency. Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a window into a virtual simulated world. In Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A report for NESTA Futurelab. http://www.nestafuturelab.org/research/reviews/08_01.htm Kist, W. (2004). New literacies in action: Teaching and learning in multiple media. New York: Teachers College Press. Kwayn, G. (2002). Play Attention: Can custom-made video games help kids with attention deficit disorder? Issues Berkeley Medical Journal. Retrieved July 2, 2005 from http://ocf.berkeley.edu/%7Eissues/spring02ADDplay.html. Lambert, M. & Carpenter, M. (2005). Visual learning: Using images to focus attention, evoke emotions, and enrich learning. Multimedia&Internet@Schools (September). Retrieved from: http://www.mmischools.com/Articles/PrintArticle.aspx?ArticleID=10378 Langone, J , Clees, TJ, Rieber, L, &Matzko, M. (2003). The future of computer-based interactive technology for teaching individuals with moderate to severe disabilities: Issues relating to research and practice. Journal of Special Education Technology, 18(1) 5-16. Levine, M. D. (2002). A mind at a time. New York: Simon & Schuster. Lewis-Palmer, T., Millen, S., & Reinke, W. ( PBIS. http://www.pbis.org )Training and supporting teachers to implement effective classroom management practices. Mackenty, B. (2006). Website: http://ww.mackenty.org/ Marentette, L. V. (2005). Thinking, learning, and communicating through multimedia: Views from a school psychologist. In Nyiri, K. (ed.) A Sense of Place: The Global and the Local in Mobile Communication. Vienna: Passagen Verlag. Matthews, M., Coyle, D., Sharry, J., Nisbet, A., Doherty, G. (2004). Personal Investigator: Computer mediated adolescent psychotherapy using an interactive 3D game. Proceedings of NILE2004 Narrative and Interactive Learning Environments, Edinburgh, Scotland. pp.75-81. https://www.cs.tcd.ie/crite/people/MarkMatthews.php Mattila, P. (2005). Moop - Mobile learning environment as part of daily school work. Microlearning.org. http://www.microlearning.org/micropresentations/micropresentation_friesen_2005.pdf Mattila, P. & Fordell, T. ( ). MOOP- Using m-learning environment in primary schools. http://www.mlearn.org.za/CD/papers/Mattila.pdf Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University Press. McFarland A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. UK: TEEM, Division of www.teem.org.uk/publications/teem_gamesined_full.pdf 5 McKinnon, I. (2005). Children's music journey: the development of an interactive software solution for early childhood music education. Comput. Entertain. 3, 4. 1-10. DOI= http://doi.acm.org/10.1145/1095534.1095547 http://www.adventus.com/products/edu_cmj.php MultiMedia&Internet@Schools. (2006). Website: http://www.mmischools.com/ Michael, D. & Chen, S. (2005). Proof of learning: Assessment in games. GamaSutra. http://www.gamasutra.com/features/20051019/chen_01.shtml Miller, K.J., Koury, K., Mitchem, K., Fitzgerald, G., & Hollingsead, C. (2005). Using Electronic Performance Support Systems for Students in Inclusive Settings http://www.coe.missouri.edu/~vrcbd/pdf/2005%20papers/2005%20MillerK.pdf Moreno, R. (2006). Research: Software agents in interactive multimedia learning environments; Virtual reality environments for science learning. Educational Psychology Program, University of New Mexico. Website: http://www.unm.edu/%7Emoreno/research.htm Morgan, P., & Ritter, S. (2002). An experimental study of the effects of Cognitive Tutor® Algebra I on student knowledge and attitude. (Available from the Carnegie Learning, Inc.,1200 Penn Avenue, Suite 150, Pittsburgh, PA 15222) Also see: http://www.whatworks.ed.gov/Products/BrowseByLatestReportsResults.asp?EvidenceRptID=03&ReportType=All Nadler, M. (2003). Learning objects, learning opportunities: SchoolNet activities in LORs and standards. Presentation: SchoolNet Canada. http://www.schoolnet.ca/ccnr/e/agendas/agenda2003-11/annex-8.ppt National Association of State Mental Health Directors (2002). http://www.nasmhpd.org/general_files/publications/sharedagenda.pdf National Board. (2003). What teachers should know and be able to do: The five core propositions of the National Board. National Board for Professional Teaching Standards (NBPTS). Retrieved from http://www.nbpts.org/about/coreprops.cfm National Center for Education Statistics (2006). Website: http://nces.ed.gov/ National Center for Educational Statistics. (2003). The Condition of education. http://nces.ed.gov/programs/coe/ National Center for Education Statistics (2005). The condition of education 2005. http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2005094 National Center for Education Statistics. (2005). A profile of the American high school senior in 2004: Initial results from the first follow-up of the education longitudinal study of 2002. (ELS: 2002). http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2006348 National Center for Educational Statistics (2002). Educational longitudinal study 2002. The condition of education, 2002. United States Department of Education. National Center for Educational Statistics (2000).What are the barriers to use of advanced telecommunications for students with disabilities in public schools? Issue Brief. http://nces.ed.gov/pubs2000/2000042.pdf National Center on Student Progress Monitoring. (2006). Website: http://www.studentprogress.org/ National Center for Technology Innovation. (2006). Website: http://nationaltechcenter.org National Dropout Prevention Centers. (2006). Website: http://www.dropoutprevention.org/ National Dropout Prevention Center/Network. (2006) Website: http://www.dropoutprevention.org/ndpcdefault.htm National Dropout Prevention Center for Students with Disabilities. (2006). http://www.dropoutprevention.org/NDPC-SD/index.htm National Educational Technology Plan (2006). Website: http://www.nationaledtechplan.org/ National Educational Technology Plan (2006). A national educational technology plan: The future is now: Seven major action steps and recommendations. http://www.nationaledtechplan.org/theplan/Recommendations.asp National Forum on Education Statistics (2002). Technology integration. In Technology in schools: Suggestions, tools, and guidelines for assessing technology in elementary and secondary education. Washington, D.C.: National Center for Educational statistics. 74-87. Neely, E. (2005). Features and functions white paper: An immersive learning methodology for math. http://www.tabuladigita.com/files/Theory_2005_06_18_FFWhitePaper.pdf NESTA FutureLab. (2006). Website: http://www.nestafuturelab.org/ Nyíri, K. (2003). From texts to pictures: The new unity of science. In Kristóf Nyíri (Ed.). Mobile Learning: Essays on Philosophy, Psychology and Education, Vienna: Passagen Verlag. 45–67. http://www.hunfi.hu/nyiri/nyiri_pictunity.pdf Nyíri, K. (2003). Pictoral meaning and mobile communication. In Kristóf Nyíri (Ed.). Mobile Communication: Essays on Cognition and Community, Vienna: Passagen Verlag. 157–184. Nyíri, K. (2002). Towards a philosophy of m-learning. http://21st.century.phil-inst.hu/eng/m-learning/nyiri_m-learn_philos.htm 6 Oblinger, D G (2004). The next generation of educational engagement. Journal of Interactive Media in Education (8), Educational Semantic Web. http://www-jime.open.ac.uk/2004/8/oblinger-2004-8-disc-paper.html Oblinger, D.G., & Oblinger, J.L. (2005). Educating the net generation. EDUCAUSE. http://www.educause.edu/educatingthenetgen/ http://www.educause.edu/ir/library/pdf/pub7101.pdf Oppenheimer, T. (2003). The flickering mind the false promise of technology in the classroom, and how learning can be saved. New York: Random House. Ouellette, M. (2005). About mind maps: What and why. In B. Hoffman (Ed.), Encyclopedia of Educational Technology. Retrieved March 22, 2006, from http://coe.sdsu.edu/eet/articles/mindmap/start.htm Owen, M. (2004). An anatomy of games. NESTA FutureLab. http://www.nestafuturelab.org/research/discuss/04discuss01.htm Packer, R., & Jordan, K. (Eds.). (2002). Multimedia from Wagner to virtual reality. New York: Norton. Web Version: http://www.artmuseum.net/w2vr/contents.html Page, D. (2006). 25 tools, technologies, and best practices: Discover how your district, school, or classroom can engage in meaningful, realworld learning experiences. T.H.E. Journal. 101 Communications. http://thejournal.com/articles/18042 http://thejournal.com/the/printarticle/?id=18042 Pantilidis, V. S. (2005). Virtual reality and education: Information sources: A bibliography. http://vr.coe.ecu.edu/vpbib.html Papert, S. (2002). Hard fun. Bangor Daily News. http://www.papert.org/articles/HardFun.html Papert, S. & Caperton, G. (1999). Vision for education: The Caperton-Papert platform. 91st Annual National Governor's Association Meeting, St. Louis, MO. Pearson, P.D., Ferdig, R.E., Blomeyer, R.L., Moran, J. (2005). The effects of technology on reading performance in the middle-school grades: A meta-analysis with recommendations for policy. Naperville, IL: Learning Point Associates. http://www.ncrel.org/tech/reading/pearson.pdf Pelletier, C. (2005). The uses of literacy in studying computer games: Comparing students’ oral and visual representation of games. English Teaching: Practice and Critique. 4 (1) pp.40-59. http://education.waikato.ac.nz/journal/english_journal/uploads/files/2005v4n1art3.pdf Pelletier, C. (2005). Studying games in school: a framework for media education. 2005 International Conference of the Digital Games Research Association.http://www.gamesconference.org/digra2005/papers/a287ba408eac110470a0b2309e59.doc Pink, D. (2005). A whole new mind: Moving from the information age to the conceptual age. New York: Riverhead Books. Pfhol, W. (2006). Prevention is intervention. 2006 Annual Convention, National Association of School Psychologists. Plank, S., DeLuca, S. & Estacion, A. (2005). Dropping out of high school and the place of career and technical education. A survival analysis of surviving high school. National Research Center for Career and Technical Education. Prensky, M. (2006). Adopt and adapt: 21st century schools need 21st century technology. Edutopia. 1(9). 43-45. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Presnky, M. (2003). Digital immigrant remedial vocabulary. http://www.marcprensky.com/writing/PrenskyDigital%20Immigrant%20Remedial%20Vocabulary.htm Prensky, M. (2005-06). Learning in the digital age: Listen to the natives. Educational Leadership. ASCD, 63(4) pp.8-13. Ray, A. Berg, S., Roona, M., & Ochshorn (2005). Potential of comprehensive prevention training software to reduce risk and enhance protective factors in adolescents, a multi-site study. Presentation at the 2005 Fifth Annual eHealth Developers’ Summit Summary Report. Reeves, T. C. (1998). The impact of multimedia technology in schools. University of Georgia. http://www.athensacademy.org/instruct/media_tech/reeves0.html Resnick, M. (2005). Computer as paint brush: Technology, play, and the creative society. MIT Media Laboratory. http://llk.media.mit.edu/papers/playlearn-handout.pdf Rieber, L. P. (2005). Multimedia learning in games, simulations, and microworlds. In R. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 549-567). New York: Cambridge University Press. http://it.coe.uga.edu/%7Elrieber/mayer2005/pdf.htm Riddle, J. (2006). Bookbinders: Fusing technology, image, and literature. MultiMedia&Internet@Schools. http://www.mmischools.com/Articles/ReadArticle.aspx?ArticleID=11097 Riva, G. (1998). Virtual reality as assessment tool in psychology. Virtual Reality in Neuro-Psycho-Physiology. Amsterdam, NL: Ios Press. 7 Rizzo, A.A., Bowerly, T., Shahabi, C., Buckwalter, J.G., Klimchuch, D., & Mitura, R. (2004). Diagnosing attention deficits in a virtual Classroom. http://imsc.usc.edu/press/pdfs/04_04_01.pdf Rizzo, A., Bowerly, T., Klimchuk, D., Mitura, R., Kerns, K., Mateer, K., Tarnanas, I., Ollendick, T., Sirbu, C., Yeh, S., Buckwalter, J. (2005) A Virtual Reality Scenario for All Seasons: The Virtual Classroom. 11th International Conference on Human-Computer Interaction (Las Vegas, NV; July 2005). www.ict.usc.edu/publications/rizzo-virtualclassroom-hciint.pdf CNS Spectr. 2006 Jan; 11(1):35-44 www.cnsspectrums.com/pdf/art_4958.pdf Rizzo, A., Buckwalter, J.G., Neumann, U., Pair, J., Van Rooyen, A., Shahabi, C., Thiebaux, M., Themis, S. (). Virtual environments for human performance testing and training. http://imsc.usc.edu/research/project/virtclass/virtclass_nsf7.pdf Robertson, J. (2004). An analysis of the narrative features of computer games authored by children. In Proceedings of the Third International Conference for Narrative and Interactive Learning Environments, Edinburgh, Scotland, 10-13 August, 2004. http://computing.unn.ac.uk/staff/cgpb4/nile/ Roblyer, M.D. (1999). A review of experimental research on virtual reality in special education: The status of the dream. VR in the Schools 4(2). Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design. Indianapolis: New Riders. Rose, D R & Meyer, A. (2002). Teaching Every Student in the Digital Age: Universal Design for Learning. ASCD. Online Book: http://www.cast.org/teachingeverystudent/ideas/tes/ CAST (Center for Applied Special Technology). Roussou, M. (2005). The virtual playground: Research in virtual reality learning environments for young users. London, University College. Ph.D. Website: http://www.makebelieve.gr/mr/www/VP/index.html Roussou, M., & Slater, M. (2005, September 21-23). A Virtual Playground for the Study of the Role of Interactivity in Virtual Learning Environments. In Proc. of PRESENCE 2005: The 8th Annual International Workshop on Presence, London, UK, International Society for Presence Research, pp. 245-253. http://www.makebelieve.gr/mr/research/papers/Presence_Wkshp_05/592_roussou-slaterpresence05_final.pdf Roussou, M. (2004). Learning by doing and learning through play: An exploration of interactivity in virtual environments for children. In ACM Journal of Computers in Entertainment. ,1(2): Educating Children Through Entertainment, ACM Press, New York, NY, USA. Rubenstien, G. (2006). Tech teaches: Once thought to corrode reading skills, computers are a key tool in improving them. Edutopia. 2 (1). Rumberger, R.W. (2001). Why students drop out of school and what can be done. Revised version of paper presented at the conference, Dropouts in America: How severe is the problem? What do we know about intervention and prevention? Harvard University, Cambridge, MA. http://www.civilrightsproject.harvard.edu/research/dropouts/rumberger.pdf Rumberger, R. W. (2004). Why students drop out of school. In G. Orfield (Ed.), Dropouts in America: Confronting the graduation rate crisis. Cambridge, MA: Harvard Education Publishing Group. (pp. 131-155). Sandford, R. & Williamson, B. (2006). Games and learning. NESTA FutureLab Handbook. http://www.nestafuturelab.org/research/handbooks/03_01.htm http://www.nestafuturelab.org/download/pdfs/research/handbooks/games_and_learning.pdf . Schacter, J. (1999). The impact of education technology on student achievement: What the most current research has to say. Santa Monica, CA: The Millken Exchange on Educational Technology. http://www.milkenexchange.org . Schafer, D.W., Gee, J.P. (2004). Before every child is left behind: How epistemic games can solve the coming crisis in education. Academic Co-Lab, University of Wisconsin. Scherer, M. Ed. (2005-2006) Learning in the digital age. Educational Leadership. Association for Supervision and Curriculum Development. 63(4). http://www.ascd.org School Mental Health Project SMHP. (2006). Website: http://smhp.psych.ucla.edu/ . School Mental Health Project SMHP. Technical assistance sampler on: Using technology to address barriers to learning. http://smhp.psych.ucla.edu/pdfdocs/Sampler/technology%5Ctechno.pdf School Mental Health Project SMHP. Technology as an intervention tool. Web page: http://www.smhp.psych.ucla.edu/qf/techschool.htm. Sharry, J., & Coyle, D. (2005). Multimedia storytelling and computer gaming in adolescent mental health interventions. Seminar: Glasgow Caledonian University. http://www.gcal.ac.uk/cms/research/2004_5/230305.html . Sharry, J., McDermott, J., Condron, J. (2003). Relax to win: Treating children with anxiety problems with a biofeedback videogame. Journal of the Irish Association for Counselling and Psychotherapy 2 (25) p22-25. Shavelson, R.J. & Towne, L. Eds. (2002). Scientific research in education. National Research Council. http://darwin.nap.edu/books/0309082919/html/ . Shaw, S.M. (2004). All students ready for college, work, and citizenship. The National Dissemination Center for Career and Technical Education, Bill and Melinda Gates Foundation. 8 Shernoff, D.J., Csikszentmihalyi, M., Schneider, B., & Shernoff, E.S. (2003).Student Engagement in High School Classrooms from the Perspective of Flow Theory. School Psychology Quarterly. SMART Technologies Inc. (2004). Interactive whiteboards and learning: A review of classroom case studies and research literature. SMART Technologies. Sowel, S. (2005). The paperless classroom. Website: http://www.paperlessclassroom.org/ "How-to" site: http://www.paperlessclassroom.org/howto/default.htm Squire, K.D. & Steinkuehler, C.A. (2005). Meet the gamers. Library Journal. http://www.libraryjournal.com/article/CA516033.html . Squire, K.D. (2005). Changing the game: What happens when videogames enter the classroom? Innovate 1(6).http://www.innovateonline.info/index.php?view=article&id=82 ; http://website.education.wisc.edu/kdsquire/ Stevens, D.A., Connel, M.W., Colvin, S., Schwarz, P., Pardi, R. & Pilgrim, G. (2003). Arlington, VA: Designing Educational Software to Improve Cognitive Abilities: Pilot Study Results. Lexia Learning Systems. Interactive Technologies Conference on Training, Education, and Job Performance Improvement. Stokes, S. (2001). Visual literacy in teaching and learning: A literature perspective. Journal for the Integration of Technology in Education. http://ejite.isu.edu/Volume1No1/Stokes.html . Strangman, N., Hall, T., & Meyer, A. (2003). Virtual reality and computer simulations and the implications for UDL implementation: Curriculum enhancements report. National Center on Accessing the General Curriculum; The Access Center. Stead, G. (2005). Moving mobile into the mainstream. mLearn 2005: 4th World Conference on mLearning. Swenson, J., Rozema, R., Young, C. A., McGrail, E., & Whitin, P. (2005). Beliefs about technology and the preparation of English teachers: Beginning the conversation. Contemporary Issues in Technology and Teacher Education [Online serial], 5(3/4). http://www.citejournal.org/vol5/iss3/languagearts/article1.cfm ; http://www.citejournal.org/articles/v5i3languagearts1.pdf Tapscott, D. (1998). Growing up digital the rise of the net generation. New York: McGraw-Hill. Texas Technology Education Portal. (2006). Website: http://www.ahefner.com/moodle. T.H.E. Journal (2006). http://www.thejournal.com/ Thomas, K. (2006). Augmented Reality: A new approach to learning. NESTA FutureLab: http://www.nestafuturelab.org/viewpoint/art72.htm Thurlow, M.L., Sinclair, M.F. & Robinson, D.R. (2002). Students with disabilities who drop out of school - Implications for policy and practice. National Center on Secondary Education and Transition. http://www.ncset.org/publications/printresource.asp?id=425 U.S. Department of Health and Human Services. (2003). The White House Task Force for Disadvantaged Youth: Final Report. http://www.ncfy.com/disadvantaged/index.htm; http://www.ncfy.com/disadvantaged/FinalReport.pdf van Dam, A. (2006). Immersive Virtual Reality in Scientific Visualization. Presentation: Simon Fraser University. http://compbio.cs.sfu.ca/files/vanDam_060303.pdf West, T. G. (1997). In the mind's eye: Visual thinkers, gifted people with dyslexia and other learning disabilities, computer images, and the ironies of creativity. Amherst, NY: Prometheus Books. Wood, J.M. (2004). Literacy online: New tools for struggling readers and writers. Portsmouth, NH: Heinemann. Note: References with links were checked as of 3/27/06. 9