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Digital Learning Prospers With the Right Culture

A Principal's Reflections

As of late I have been doing a great deal of work with schools and districts on how to effectively implement digital learning across the curriculum. When it comes to technology in general, the overall goal is to support learning, not drive instruction. This is a problem. How will it be implemented? What resources are needed?

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Textbooks optional: What unbundling and BYOD mean for learning technology

eSchool News

In response, students are also choosing the devices they want to use for learning, and why shouldn’t they? Similar to the age-old Apple vs. Android debate, students tend to have personal preferences about the devices they use for learning. Enter the age of BYOD. The benefits of a BYOD program are far-reaching.

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How a Wi-Fi network upgrade can pave the way for digital learning

Education Superhighway

Originally built to support administrative needs, the wireless network performed worse than expected during the district’s bring-your-own-device (BYOD) program rollout earlier that year. In addition, teachers were adding more devices and the instructional technologists were planning to integrate new technology for digital learning.

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Uncommon Learning

A Principal's Reflections

It is not that our students are actually learning differently per se, but the environment in which they are learning is dramatically different. Uncommon learning refers to initiatives and pedagogical techniques that are not present in scale in a typical school or district.

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Webinar Spotlight: Are You Ready for BYOD?

Graphite Blog

Are you interested in implementing a Bring Your Own Device (BYOD) program in your classroom or school? Rachelle, who oversaw the BYOD training in her district, developed her own model: R.E.A.D.I.E.E Research, Explore, Access, Develop, Inform, Execute, and Evaluate) for BYOD. We want them to be resilient.

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The best BYOD tech tools for the Common Core classroom

eSchool News

I recently had the pleasure of spending a few hours in a friend’s classroom where I introduced her students to technology applications that would engage them in “showing what they know” at different points in their learning. Then, learn how you share it as a free option. My friend was overwhelmed by the plethora of tools available.

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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. Connect what they are learning to the real world (54 percent). Fit their learning styles (53 percent).

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