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Is your classroom ready for BYOD?

Neo LMS

BYOD (Bring Your Own Device) classroom setups are very common nowadays, but there are a few aspects to consider before implementing them. I’m imagining a school environment where students get to bring their own device, and they have access to different learning resources over the internet. Sounds easy.

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Addressing the most common parent concerns about BYOD in schools

Neo LMS

BYOD — Bring Your Own Device — has taken the education system by storm. There’s been a lot of talk about BYOD in schools, on whether or not it is beneficial for the learning process of students, with serious arguments in both camps. I for one believe BYOD at school is a clear case of the if you can’t fight it, embrace it mantra.

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Top 10 BYOD concerns — and how to overcome them [Part 2]

Neo LMS

In the last week’s post I promised to address exactly 10 BYOD concerns that keep schools reluctant to allowing students to use their mobile devices in the classroom. Now I’ll move on to the next BYOD concerns: Top 10 BYOD concerns [Part 2]: 6. BYOD can lead to network overload.

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Textbooks optional: What unbundling and BYOD mean for learning technology

eSchool News

Enter the age of BYOD. BYOD (Bring Your Own Device) is a huge part of the way schools are integrating technology. Not surprisingly, as part of this customization, educators are looking to technology to play a bigger role in education, with recent reports revealing that more than 25 percent of U.S. While 25 percent of U.S.

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Augmented Reality – The Art of BYOD

EdTechTeam

Recently, I asked my students to bring whatever devices they had access to from their homes to school if their parents would allow it. So we set out to employ BYOD (bring your own devices) with augmented reality. The post Augmented Reality – The Art of BYOD appeared first on EdTechTeam. Google Earth Education Expert.

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Computing, Cost Savings and the Cloud: The Value of Virtualization

EdTech Magazine

Even amid the proliferation of mobile technology in K–12 schools through BYOD programs and one-to-one computing, desktop computers remain a popular choice. For now, about 48 percen t of the teachers and students who responded to a 2018 report about classroom technology from Cambridge International reported using a desktop computer in schools.

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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

In 2015, 47 percent of K-12 teachers and almost two-thirds of K-5 teachers reported using game-based learning environments in their classes, up from 23 percent of K-12 teachers in 2010. T he 2015 Speak Up survey findings are the latest in a series of reports released each year by the Irvine, Calif. based nonprofit Project Tomorrow.

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