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Get up and running quickly with ISTE Jump Start Guides!

ISTE Jump Start Guides provide quick, easy-to-reference information on education’s hottest topics. Get a jump on designing online lessons, teaching immersive tech and coding, starting an esports program for your school and more.

 

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Designing Online Lessons

Create Impactful Learning Experiences for All Students
By Michele Eaton

Discover how online learning can expand opportunities for students in myriad ways and help you individualize and personalize instruction for students of all ages.

By moving some or all of our instruction online, we can keep the learning going during a crisis or when inclement weather keeps students and staff at home. Online learning can also provide an alternate pathway to success for students who are not thriving in a traditional setting. We can also use online learning to help students stay on track to graduate, or apply it to better meet the needs of students through personalization.

Inspired by the author’s book The Perfect Blend and her ISTE U Microcourse “Designing Online Learning Experiences,” this guide helps you get up and running with online lesson design, covering topics such as:

  • Synchronous and asynchronous online instruction.
  • Selecting the best tools for online learning.
  • Formative assessment and online lesson design.
  • Supporting student agency in the digital classroom.
  • Self-regulation and your personalized classroom.
  • Design considerations such as navigation, color and fonts.

Get tips for designing and facilitating effective, impactful lessons for a digital classroom and incorporating student agency into online lessons.

(ISTE Jump Start Guide, 8.5" x 11", three laminated panels, six pages).

About the Author

Michele Eaton (@micheeaton) is the director of virtual and blended learning for the Metropolitan School District of Wayne Township in Indianapolis. She focuses on staff and course development for Achieve Virtual Education Academy and the district’s various blended initiatives and programs, from elementary to adult education. Eaton is a Consortium for School Networking (CoSN) Certified Education Technology Leader (CETL) and Next Generation Leader, 2018 Education Week Leader to Learn From, president of the ISTE Online and Blended Learning Network and conference chair for Indiana Connected Educators (an ISTE affiliate).

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Fighting Fake News

Tools and Strategies for Teaching Media Literacy
By Jennifer LaGarde and Darren Hudgins

Based on the best-selling book Fact vs. Fiction by Jennifer LaGarde and Darren Hudgins, this six-page laminated reference guide offers educators resources and strategies to define, detect and combat “fake news,” including links to fact-checking sites and lesson plans.

The guide includes:

  • Instructional strategies for defining, detecting and combatting fake news.
  • Curated resources, including models for evaluating news stories with links to resources on how to include lessons on fake news in your curricula.
  • Links to fake news self-assessments, including a digital component to help readers evaluate their skills in detecting and managing fake news.
  • An infographic with mobile media literacy tips.

(ISTE Jump Start Guide, 8.5" x 11", 3 laminated panels, 6 pages)

About the Authors

Jennifer LaGarde has served as a classroom teacher, teacher-librarian and digital teaching and learning specialist. She currently works with educators and school- and district-level leaders worldwide to develop innovative instructional practices. LaGarde’s work has been recognized by School Library Journal, The New York Times and The Carnegie Corporation.

Darren Hudgins is a former secondary social studies and career tech education (CTE) teacher, staff developer and coach. He’s now the director of instructional technology at the Organization for Educational Technology and Curriculum (OETC). Hudgins holds an M.Ed. along with dual bachelor’s degrees in human development and social sciences.

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Engage, Enhance, Extend

Start Creating Authentic Lessons With the Triple E Framework
By Liz Kolb

Based on the best-selling book, Learning First, Technology Second , by Liz Kolb, this laminated reference guide will help teachers move from arbitrary uses of technology in their classrooms to thoughtful ways of adding value to student learning.

The guide includes:

  • An overview of the Triple E Framework, which helps teachers engage students in time-on-task learning, enhance learning experiences beyond traditional means and extend learning opportunities to bridge classroom learning with students’ everyday lives.
  • Take-away strategies for each component of the Framework
    Examples of technology tools with built-in characteristics of each component
  • The Triple E Measurement Tool to help evaluate integration of the Framework
  • A guide to alignment of the Framework to the ISTE Standards for Students

(ISTE Jump Start Guide, 8.5" x 11", 3 laminated panels, 6 pages)

About the Author

Liz Kolb is a clinical assistant professor at the University of Michigan. She has written several books, including Cell Phones in the Classroom and Unleash the Learning Power of Your Child's Cell Phone. Kolb has been a featured and keynote speaker at conferences throughout the U.S. and Canada. She is the creator of the Triple E Framework for effective teaching with digital technologies, and she blogs at cellphonesinlearning.com.

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Esports in Schools

Create a Supportive Gaming Community
By J Collins

This guide will help you get started in the world of school esports, offering the strategies and tools you need to build a successful program for your school and students.

What defines esports? Why build an esports program for your school? What technology do you need to get started? This guide addresses these questions and more, offering tips for setting up an effective program while helping students succeed academically and socially.

The guide includes:

  • Definitions and examples of augmented, virtual and mixed reality.
  • Examples aligned to the ISTE Standards for Educators.
  • An overview of the technology needs for a successful program.
  • Ideas for creating effective virtual and physical spaces.
  • Tips for fostering inclusivity and building community.

Students who feel safe and connected to their school communities often perform better academically, are absent less and are more likely to find mentors and follow career paths. Games and esports can be a lifeline for students who need one most, and this guide shows how building community through an esports program can help students thrive.

(ISTE Jump Start Guide, 8.5" x 11", three laminated panels, six pages)

About the Author

J Collins is the CEO of Liminal Esports, a games and education research firm. Collins previously taught computer science at Hathaway Brown, an all-girls’ school in Cleveland, where they founded the nation's first-ever esports team at an all-girls' school. For their work in computer science and esports, Collins was recognized as a featured voice at ISTE 2019 and with a 2020 Aspirations in Computing educator award from the National Center for Women & Information Technology. Prior to Liminal Esports, Collins led game-based education policy and projects at the U.S. Department of Education and the Smithsonian Institution. Collins is also an LGBTQ+ advocate and a member of the leadership team at the EduPride Alliance/#TeachPride.

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Immerse Yourself

Create Engaging AR/VR Experiences for All Learners
By Jaime Donally

Learn how to leverage immersive technology — AR, VR and MR — with this practical and accessible guide.

The guide includes:

• Definitions and examples of augmented, virtual and mixed reality.
• Comparison of devices and platforms, and tips for selecting the best one.
• Lesson ideas for using immersive technology tools in the classroom.
• An overview of how immersive technology can help build skills associated with the ISTE Standards for Students.

Based on the bestselling book Learning Transported by Jaime Donally, this laminated reference guide provides practical insights and examples to help any classroom teacher incorporate immersive tech into curriculum.

About the Author

A former PK-8 math teacher turned technology integration specialist, Jaime Donally has spent more than a decade at the classroom and district levels thinking about how educators can practically use augmented, virtual and mixed realities. In her current role as an independent education consultant, she provides professional development on immersive technology to districts and at conferences. She also runs a weekly Twitter chat about AR and VR education. Donally is the author of Learning Transported, which aims to tackle the fears and hurdles of immersive reality integration, and get teachers on board with successful implementation.

(ISTE Jump Start Guide, 8.5" x 11", three laminated panels, six pages)

 

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No Fear Coding for K-5

Strategies and Tools to Get Started Now
By Heidi Williams

Based on the book No Fear Coding: Computational Thinking Across the K-5 Curriculum, this six-page laminated reference guide provides K-5 educators with information on how to bring coding into their curriculum by embedding computational thinking skills into activities for every content area.

The guide includes:

  • Lesson plans from Google and nofearcoding.org
  • Tips for using tools such as Bee-Bots, code.org, Scratch and ARIS
  • An overview of computational thinking, highlighting the ISTE Computational Thinking Competencies

(ISTE Jump Start Guide, 8.5" x 11", 3 laminated panels, 6 pages)

About the Author

Heidi Williams is a passionate coding and computational thinking advocate. Her over 25 years of experience in education include serving as language, science and mathematics teacher for grades 6-8, as well as roles as a differentiation specialist, technology integration specialist, instructional coach, gifted and talented coordinator, elementary principal and K-8 director of curriculum. Williams has shared her passion for integrating coding into the curriculum at local, state, regional and national conferences, and many have leveraged her expertise for conference presentations, coding coaching, professional development and K-12 scope and sequence alignment of computer science skills throughout the curriculum.

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Project-Based Learning

Strategies and Tools for Creating Authentic Experiences
By Suzie Boss and Jane Krauss

Based on the best-selling book Reinventing Project-Based Learning by Suzie Boss and Jane Krauss, this six-page laminated reference guide shows teachers how to design authentic projects that make the most of available and emerging technologies.

The guide includes:

  • An overview of project-based learning that emphasizes high-quality, real-world projects and robust use of digital tools.
  • A concise breakdown of the key steps in the project-based learning process, including planning, design, assessment and reflection.
  • Example prompts for defining the framework of a project, and strategies and ideas for getting a project off the ground.
  • Recommendations for tools that align with each step of the process.

(ISTE Jump Start Guide, 8.5" x 11", 3 laminated panels, 6 pages)

About the Authors

Suzie Boss is a writer and educational consultant who focuses on the power of teaching and learning to improve lives and transform communities. She is the author of 10 books for educators, most recently All Together Now: How to Engage Your Stakeholders in Reimagining School and The Power of a Plant (co-authored with award-winning teacher Stephen Ritz). She contributes regularly to Edutopia and is a member of the National Faculty of the Buck Institute for Education. She has consulted with educators across the U.S. as well as in India, South Korea, South America and Europe to bring project-based learning and innovation strategies to both traditional classrooms and informal learning settings.

A former teacher in Oregon schools, Jane Krauss divides her time between curriculum and program development for the National Center for Women & Information Technology and professional development for project-based learning in the U.S. and internationally. In her previous role as director of professional development services at ISTE, Krauss managed programs and provided professional development on technology integration to educators around the world.

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5 Guiding Principles of Edtech Selection (PDF)

By ISTE and Project Unicorn

Selecting the right technology solutions to meet the learning needs of students can be a daunting task, often involving a large number of diverse stakeholders with what appear to be competing needs and interests.This six-page PDF reframes those difficulties as opportunities, highlighting a path to nimbleness and inclusivity that positions districts and educators as partners, each uniquely suited to explore ways technology can support and advance learning.

The guide includes:

  • An overview of research and evidence that demonstrates a product’s potential
  • An examination of data interoperability and ways to improve student privacy and security
  • Suggestions for assessing essential conditions for success and building educator capacity for understanding student need
  • Guiding questions to help schools and districts reimagine and refine the edtech procurement processes.

(ISTE Jump Start Guide, 8.5" x 11", PDF, 6 pages)

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