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)
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)
10. 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.
11. 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.
12. 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.