DIGITAL LIBRARY
BRING YOUR OWN DEVICE (BYOD) – AN OPPORTUNITY FOR EDUCATION INSTITUTIONS TO STEP FORWARD
Trakia University (BULGARIA)
About this paper:
Appears in: INTED2023 Proceedings
Publication year: 2023
Pages: 4455-4462
ISBN: 978-84-09-49026-4
ISSN: 2340-1079
doi: 10.21125/inted.2023.1177
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
Nowadays the digital world we are living in offers great opportunities for studying and working in different modes – online learning, distance learning, blended learning or face-to face learning. One of the elements in these models that connects all the participants (educators and learners) and provides the medium for ensuring the learning process is the computer or other device such as laptop, tablet or smartphone. Teachers need these devices to prepare learning materials and learners use them to study, to perform different tasks and to communicate with others. During the pandemic situation with COVID-19 when almost everything was moved in online mode, it was necessary for everyone to be equipped with such devices. They provided freedom and independence and were the leading factor for learning and working at any place and any time. According to the statistics, the sales of laptops and tablets have increased since 2020 while the sales of PCs decreased. This means that people need to be flexible and to move and carry their devices easily, to place them wherever they want. All these devices are like a storage of our life and work, we have all our photos, documents and the software we need.

The aim of the study is to present an idea for Trakia university (Stara Zagora) policy for implementing the model Bring Your Own Device (BYOD). The work goes through several tasks: overview of the following concepts, advantages and disadvantages, opportunities for integration into learning by combining with various modern and effective teaching methods
Keywords:
BYOD, university policy, e-learning, flipped classroom, PBL, gamification, mobile learning.