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Do you remember when the very first computers came to your school? There was something special about that large, boxy Apple desktop in the school's media center. Black screen, green font, rudimentary gaming. That computer was magic!
What started as one computer in the media center soon turned into three or four computer labs. When teachers needed students to have access to a computer-to type an essay or to research a topic-they signed up for time in a lab, which was still a magical place. No copying notes off of an overhead projector screen, no working out math problems on a chalkboard. Better yet, no waiting for everyone else to finish taking notes or to ask questions about the problem solutions. In the computer lab, you had more control. You manipulated information. You moved at your own pace.
It is hard to imagine that in a span of about thirty years, what began as one computer in a media center has turned into "bring your own technology" (BYOT) initiatives and one-to-one student to computer ratios. To maximize access to technology, schools and districts are allowing students who have them to bring and use their own devices-smart phones, tablets, laptops. No longer are schools banning or confiscating technology; they are working to incorporate student devices into the learning environment. This access to devices at the classroom level-instead of in a computer lab or a media center-is changing the nature of everyday teaching and learning in positive ways.
When the technology is available in the classroom, teachers are no longer held prisoner to what is in the textbook, what they were able to check out from a media center before class, or to the scheduling calendar of a computer lab. There is a world of information at their fingertips-and at the fingertips of their students. If a student has a question that goes beyond the scope of the lesson, a teacher does not have to search for the answer after class. Students can use their devices to find answers immediately. Teachers are able to modify lessons and follow the direction of their students' needs by incorporating student devices. If several students are struggling with understanding how to solve an equation, they can form a small group and watch an online video from sites like the Khan Academy. If students are ready to move on to new material before the rest of the class, teachers can have them use their own devices to access enrichment activities or to preview new content. BYOT initiatives allow for students to access "just in time" information and instruction when they need it.
Because students can access information on their own devices as they need to, teachers can easily differentiate instruction. Again, if a student needs to review a concept, she can watch a virtual tutorial on a device. If another student just wants a little more time to practice a skill, he can access any one of the hundreds of educational apps that are available. Should a group of students want to delve deeper into an issue or topic, they can access relevant websites and research answers to their questions. In a classroom full of devices, even a kindergarten teacher can effortlessly differentiate content for students.Imagine a classroom where students who already know their letters and numbers can move ahead using tablets and educational apps. Instead of languishing while their peers learn the concepts, these students can move on to learning how letter sounds work together to form words or to working on basic addition-and have fun while doing it!
A BYOT classroom is a noisy place-a place where students are working at their own pace, collaborating with a neighbor, or "playing games" to practice new concepts. Compare this type of environment to the traditional classroom with rows of desks and silent students, and it is hard to imagine how increasing access to technology wouldn't be more engaging for students. Today's adolescents have a natural inclination for and ability to use technology-after all, many of them have never known a world without touch screens and sound effects. This comfort with technology as a medium can also serve to help students overcome their discomfort with new academic content. A student who struggles with math but who excels at gaming is more likely to engage with math content through a gaming app than through traditional paper and pencil problem solving.
While some schools and districts are still hesitant to turn students lose with devices in the classroom, most educators would be happy to have access to more curriculum resources, differentiation strategies that are not time consuming, and students who are engaged and excited about learning. An environment where all students have access to devices can produce all of these. Improved student learning? BYOT seems to be the "app" for that!