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Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
Ole&byot
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Ole&byot

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  • 1. Open Learning Environments & BYOT EDP 632 Jiarui Yang
  • 2. Goals: Divergent thinking & Multiple perspectives
  • 3. Principles  1) OLEs are intended to promote divergent thinking and multiple perspectives  2) OLEs provide self-directed learning and learner autonomy with metacognitive support  3) OLEs offer hands-on, concrete experiences involving authentic problems  4) OLEs mediate learning through individual experience and personal theories  5) OLEs provide tools and resources to aid the learner's efforts at learning
  • 4. What are OLEs?  Resources: static & dynamic. Source materials to support learning.  Tools: Processing tools; manipulation tools; communication tools.  Scaffolding: the process of learning efforts are supported in OLEs.
  • 5. Required media:  Electronic media (e.g., database, computer tutorial, video etc)  Print media (textbook, journal articles)  Humans (experts, parents, teachers, peers)
  • 6. Scaffolding  Conceptual  Metacognitive  Procedure  Strategic
  • 7. Instructional strategies  1) Enabling context to establish the perspectives taken in the environment (externally-imposed, externally-induced, or individually-generated contexts);  2) Resources to provide the domain of available information sources (static and/or dynamic);  3) Tools to provide the basic means for manipulating information (processing, manipulation, and/or communication tools);  4) Scaffolds to guide and support learning efforts (conceptual, metacognitive, procedural, and/or strategic scaffolding)
  • 8. BYOT Bring your own technology
  • 9. Bring Your Own Technology  Bring your own technology (BYOT) (also called Bring your own device (BYOD), bring your own phone (BYOP), and bring your own PC (BYOPC)) refers to the policy of permitting employees to bring personally owned mobile devices (laptops, tablets, and smart phones) to their workplace, and use those devices to access privileged company information and applications.[1] The term is also used to describe the same practice applied to students using personally owned devices in education settings.
  • 10. Bring Your Own Technology/Device  Many districts and schools are implementing Bring Your Own Technology/Device (BYOT/D) programs to increase the access that students have to the internet, digital content, and a range of educational opportunities. Many students have mobile devices, laptops, or cell phones to use, but the implementation of BYOT/D programs presents many challenges in addition to the potential learning experiences. This toolkit provides perspectives and recommendations for educators and school and district leaders who are implementing these programs and includes links to research and reports about policies and practice.
  • 11. BYOT  Some of the technology tools that students bring to school include the following: laptop computers, tablet computers, e-readers, netbook computers, Internetcapable gaming devices, and cell phones. The response has been very positive, and teachers participate in multiple professional learning opportunities to improve their understanding for this new way of learning.

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