Issue 3: CompatibilityOne of the issues that must be considered when preparing for or using a BYOD program is compatibility of devices. Compatibility, in the BYOD sense, refers to the ability of a range of devices to run programs or apps with consistent features from one device to another. This becomes an issue in BYOD programs due to the challenges listed below, which can affect a student's ability to perform certain functions on his or her device. Compatibility issues can be addressed by thoroughly planning the pedagogy that calls for the use of the devices.
Challenge 1: Platform Challenge 2: Apps and Programs Challenge 3: Screen Size Challenge 4: Available memory Challenge 5: Camera |
Supporting BYOD with good (digital) pedagogy
In designing any learning tasks in the 21st century, but especially those tasks that employ students' devices, the teacher must be descriptive, rather than prescriptive, in the expectations for the products of learning. Providing choice and freedom in how students demonstrate their learning will allow them to select the appropriate tool according to what is available to them. Focusing on big ideas, culturally-responsive design, learning goals and co-construction of success criteria become vital in a BYOD classroom, so that students fully understand where they need to go, while following their own path to get there. Teachers also need to think about methods for submission of learning artifacts and receipt of feedback, such as universally-accessible cloud storage, e-portfolios or a LMS.
Compatibility Challenge 1: Platform |
There are four major platforms or operating systems that teachers are likely to see on students's devices in a BYOD environment:
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Compatibility Challenge 2: Apps and Programs |
The apps and programs that students will likely use on their devices can range from basic word processing and presentation software to more robust multimedia creation programs. In addition, many educational gaming apps are available.
The challenge with apps and programs is that the design and functionality is not consistent from platform to platform, so a feature that is available on one device might not be available on another device. Also, many phones and tablets struggle with Flash-based programs, while laptops typically don't have a problem with Flash. There are workarounds for many compatibility issues such as this, but they are usually beyond the skill of the average classroom user. Unfortunately, many educational games and web-based learning tools are Flash-based. The multitude of web browsers available also presents challenges, as each browser has different features and handles information slightly differently, leading to inconsistencies in student experiences while using them. |
Compatibility Challenge 3:
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The screen size of the device available to students needs to be considered. Tasks such as writing, examination or creation of images, and multimedia creation will be very challenging on a phone as compared to a tablet or laptop.
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Compatibility Challenge 4: Available memory |
Many mobile devices, especially smartphones, have limited storage available, which may make it difficult for students producing multimedia projects that require taking or creating video. In addition, limited memory might mean that students don't have room for suggested apps, even if they are free.
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Compatibility Challenge 5: Camera(s) |
While most smartphones now have both front and rear cameras, many lower-end tablets, older iPods, and laptops only have one camera.
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The Computing Capability Taxonomy chart was designed by Sean Tierney and published by Microsoft in 2012 in their Bring your own device to school briefing paper.
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References
Statista: The Statistics Portal (nd.) Number of apps available in leading app stores as of June 2016. Retrieved July 8, 2016, from http://www.statista.com/statistics/276623/number-of-apps-available-in-leading-app-stores/
Tierney, S. (2012) Bring Your Own Device to school education briefing paper. Microsoft Corporation. http://download.microsoft.com/documents/Australia/EDUCATION/2012008/Bring_your_own_device_to_school_briefing_paper_K-12.pdf
Statista: The Statistics Portal (nd.) Number of apps available in leading app stores as of June 2016. Retrieved July 8, 2016, from http://www.statista.com/statistics/276623/number-of-apps-available-in-leading-app-stores/
Tierney, S. (2012) Bring Your Own Device to school education briefing paper. Microsoft Corporation. http://download.microsoft.com/documents/Australia/EDUCATION/2012008/Bring_your_own_device_to_school_briefing_paper_K-12.pdf