The goals for this project include the following:
- To make the computer (Bring Your Own Device: BYOD) that most students have in their pockets a tool for synthesis and creation rather than just consumption.
- To delineate ways to use BYOD in a humanities or English class in ways that are productive and deepen student learning.
- To increase student skill in reading and communication skills.
- To increase student executive skills.
- To ensure that class materials meet UDL standards: multiple modes of offering information, multiple modes of students being able to complete work and multiple types of learning opportunities (National Center of Universal Design, 2015).
- To remove boundaries to student learning by making learning resources and assignments appropriate for use on multiple devices.
- To encourage instructors to use BYOD by offering professional development and strategies for using BYOD in class.
The standards relevant to this project include the following:
Association for Educational Communications and Technology Initial Standards (AECT)
- 1.2a “Apply principles of educational psychology, communications theory, and visual literacy to the selection of media for macro- and micro-level design of instruction” (AECT, 2001).
- 1.2b “Apply principles of educational psychology, communications theory, and visual literacty to the development of instructional messages specific to the learning task” (AECT, 2001).
- 2.2 “Audiovisual technologies are generally linear in nature, represent real and abstract ideas, and allows for learner interactivity dependent on teacher application” (AECT, 2001).
- 2.4 “Integrated technologies are typically hypermedia environments which allow for: (a) various levels of learner control, (b) high levels of interactivity, and (c) the creation of integrated audio, video, and graphic environments” (AECT, 2001).
- 2.4.1 “Use authoring tools to create effective hypermedia/multimedia instructional materials or products” (AECT, 2001).
- 2.4.2 Develop and prepare instructional materials and products for various distance education delivery technologies” (AECT, 2001).
- 2.4.3 “Combine electronic and non-electronic media to produce instructional materials, presentations, and products” (AECT, 2001).
- 3.2 “‘Diffusion of innovations is the process of communicating through planned strategies for the purpose of gaining adoption’ (Seels & Richey, 1994, p. 47). With an ultimate goal of bringing about change, the process includes states stages such as awareness, interest, trial and adoption” (AECT, 2001).
- 3.3 “Implementation is using the instructional materials or strategies in real (not simulated) settings. Institutionalization is the continuing, routine use of the instructional innovation in the instruction and culture of an organization” (Seels & Richey, 1994, p. 47 in AECT, 2001).
- 4.2.5 “Facilitate collaborative teaching practices among school faculty, staff, curriculum specialists, and teacher aides” (AECT, 2001).
- 4.2.6 “Mentor and empower students, teachers, administrators, and community members…” (AECT, 2001).
- 5 “…Evaluate the adequacy of instruction and learning by applying principles of problem analysis, criterion-reference measurement, formative and summative evaluation, and long-range planning” (AECT, 2001).
Delaware Humanities Forum
- “[Focus] on issues of public interest and concern and connect daily life and work of all people to the universe of human experience, thought, and imagination” (Delaware Humanities Forum, 2015).
US Department of Education
- “…ensure that all students and educators have 24/7 access to the Internet via devices, including mobile devices, and that states, districts, and schools adopt technologies and policies to enable leveraging the technology that students already have” (US Department of Education, 2010, p. 24)
International Society for Technology in Education (ISTE) Standards: Administrators
- “…Inspire and lead development and implementation of a shared vision for comprehensive integration of technology to promote excellent and support transformation throughout the organization” (ISTE, 2009).
- “…Create, promote, and sustain a dynamic, digital-age learning culture that provides a rigorous, relevant, and engaging education for all students” (International Society for Technology in Education [ISTE], 2009).
- “…Promote an environment of professional learning and innovation that empowers educators to enhance student learning through the infusion of contemporary technologies and digital resources” (ISTE, 2009).
- “…Provide digital age leadership and and management to continuously improve the organization through the effective use of information and technology resources” (ISTE, 2009).
- “…Model and facilitate understanding of social, ethical and legal issues and responsibilities related to an evolving digital culture” (ISTE, 2009).
K-12 Blueprint
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“In selecting a mobile device for classroom use, it is important to view it as a total learning platform and look for a device that supports all three C’s (consume, collaborate, and create), and a variety of curriculum uses, not just one of them” (Intel, 2011, p.2).