Book: EdTech Clarity

The Educator's Guide to Essential Tech Models

If you’ve ever felt overwhelmed by all the tech tools out there, or unsure where to even start, you’re not alone. I’ve been there. That’s exactly why I wrote EdTech Made Simple.

Book Available Since Nov.11, 2025

This book isn’t a list of apps or the latest trends. It’s a guide to thinking clearly about how and why we use technology in education. I walk through frameworks like SAMR, TPaCK, and ISTE in plain language, and share practical strategies like blended learning, project-based learning, and even gamification; always with the goal of making things more meaningful, not more complicated.

I wrote this for educators who want to feel confident and intentional with tech, without losing sight of what matters most: student learning and connection. It’s full of stories, reflection prompts, and real-world insight from the classroom.

If that sounds like something you’ve been looking for, I hope EdTech Made Simple can help you the way these ideas have helped me.

Supplemental Resources

Below are the downloadable documents referenced throughout the book. Use them to support your planning, reflection, and classroom integration.

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Gamified Lesson Example:
Mario's Narrative Quest


Here is a specific example using a platform many elementary students love: Super Mario Maker 2.
This isn't Game-Based Learning (just playing a game). This is Gamification; using game design mechanics to teach a core subject.

  • Subject: ELA (Narrative Storytelling), Tech (Design Logic).
  • Grade Level: 3rd - 5th Grade.
  • The "Quest" (Objective): Students will design a Super Mario Maker 2 level that tells a simple 3-act story (a beginning, middle, and end).
  • The "Game Loop" (Lesson Plan):
    • Act 1: The Setup. We first teach the 3-act story structure. Students brainstorm their story on paper. (e.g., Beginning: Mario's peaceful village. Middle: Bowser's minions attack! End: Mario saves the day and reaches the castle).
    • Act 2: The Build. Students translate their story into a level. This is where the gamification happens.
      • "Beginning": How do you show "peaceful"? Students use friendly items: lots of coins, easy jumps, no enemies.
      • "Middle": How do you show "attack"? Students use "challenge" mechanics: Goombas, Koopas, Piranha Plants, and tricky jumps. The level's difficulty is the story's conflict.
      • "End": How do you show "saved the day"? Students place the goal: the flagpole, a 1-Up mushroom, or a fireworks display.
    • Act 3: The "Playtest" (Feedback Loop). Students play each other's levels. The key reflection question isn't "Was it fun?" but "What was the story?"
  • The "Level Up" (Assessment): Students are assessed on how well their level design choices (item placement, enemy density) successfully communicated their 3-act story. They iterate on their design based on peer feedback—a core mechanic of all game design.

Elementary PBL Example: 
The Park Designers

  • Driving Question: "How can we, as 2nd-grade 'Park Designers,' create a new feature for our local park that everyone can enjoy?"
  • Subjects: Social Studies (community), ELA (persuasive writing/speaking), Art (design), Digital Literacy (3D modeling).
  • The Project: Students work in small groups to brainstorm, design, and build a digital 3D model of a new park feature (a bench, a play area, a garden) using Tinkercad. This replaces the traditional craft-supply model, teaching spatial reasoning and basic CAD skills.
  • Final Product: The teams present their 3D model and a short 'pitch'.
    • Tech-Enabled Presentation: The "pitch" is delivered live by the students, who present their Tinkercad model via a screen-share. They explain who their design helps and why it's a good idea.
    • Authentic Audience: The presentation is given to a "Park Committee" (the principal, another class, or the local PTA).

Simple PBL Rubric (3-Point Scale)

Here is a simple, student-friendly rubric. The goal is to focus on growth, not penalties.

Criteria: Our Big Idea
  • 1 (Starting): We had an idea, but we weren't sure who it would help.
  • 2 (Growing): Our idea for the park helps at least one group of people.
  • 3 (On My Way!): Our idea is creative and clearly helps a specific group (e.g., families, kids, elders).
Criteria: Our Digital Model (in Tinkercad)
  • 1 (Starting): We started our 3D model, but it's not finished or is hard to understand.
  • 2 (Growing): We built a 3D model of our idea. You can tell what it is.
  • 3 (On My Way!): Our 3D model is neat, complete, and clearly shows our big idea from different angles.
Criteria: Our Pitch
  • 1 (Starting): We had a hard time explaining our idea during our presentation.
  • 2 (Growing): We explained what our idea was and who it helps in our presentation.
  • 3 (On MyWay!): We spoke clearly in our presentation, explained why our idea is important, and showed our 3D model well.
Criteria: Teamwork
  • 1 (Starting): We had trouble working together and sharing jobs on the computer.
  • 2 (Growing): We mostly worked together and helped each other with Tinkercad.
  • 3 (On My Way!): We all had jobs, shared ideas, and worked together to build our model and prepare our presentation.



Pre-release Reviews (July 2025)

I love the insightfulness that can be learned from the shared experiences.  For any teacher, this is beneficial.  Its a tech playbook!

  - Jozabad Palacios, Ed.D., Administrator


As an educator who knows there's so much more I could do to enhance students' learning experience through the use of technology, I enjoyed reading the thinking behind the use of technology. Chapters The What, The [How,] The Why, and Ed Tech tools provided clear information that  clarified previous misconceptions about tech in the classroom. I liked reading about the correct use of technology, the tools you use, and the different ways I could implement them. The handouts and  tool suggestions at the end are great. I like a book that teaches me, but also provides me with ideas that I can easily turn around and implement in my classroom. I also appreciate you reassuring your readers that it's not about mastering all these tools but rather to have a growth mindset and to try a tool that best helps reach your objectives and enhances students' learning experiences.

 - Adriana Arce, Teacher 


This book is an outstanding resource for any educator looking to navigate the world of educational technology with confidence. What stood out most to me was how Mr. Garza connected foundational frameworks like SAMR and TPACK with current topics like digital responsibility and equity. The section on project-based learning was especially impactful; clear, practical, and inspiring. EdTech Made Easy delivers exactly what it promises.

 - Leticia Quintero, 8th Grade ELA Teacher 

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