Ed Tech Timeline

  • Social Media

    In 2011, Junco et al. examined the effect of Twitter on. They found that “using Twitter in educationally relevant ways had a positive effect on student engagement, and a positive effect on grades.
  • Massive Open Online Courses (MOOCs)

    The term MOOC (Massive Open Online Courses) were described as “the educational buzzword of 2012” . Jordan (2014) reported that a survey in February 2013 suggested that the average MOOC enrollment was 33,000 students with an average of 7.5% completing the course. In her paper , Jordan gathered enrollment numbers and completion rates as they were available from public sources online.
  • Virtual Reality

    In the 2010s, advances in argument reality (AR) and virtual reality (VR) technology led to increased research interest in how AR and VR could we use an education. Wua et al. (2013) conducted a literature review which gathered and analyzed 54 articles dealing with AR in education. They argued that “viewing AR as a concept, rather than a type of technology, would be more fruitful for educators, researchers and designers”.
  • Mobile Devices

    As mobile devices became more widely used by the general populace, research involving mobile devices grew in popularity as well. They found that students’ mobile device use often allowed them to access course content anywhere and empower them to capture information outside of the learning environment, and make connections with the material.
  • Google Classroom

    Google classroom came out in August 2014. It marketed itself as one stop shop to save teachers time so they can focus on teaching by October 2015, Google estimated some 10 million students and teachers were using it.
  • Gamification

    In a 2015 mapping study, Dicheva et al. searched the research for papers presenting empirical studies regarding gamification as used in education. According to them, “the most used gamification design principles in education context are visual status, social engagement, freedom of choice, freedom to fail, and rapid feedback”
  • AR powered E book

    An argument, reality platform that turns paper books into interactive e-books. In the enhanced version of reality, readers can see, hear and take part of content. Very engaging and interactive.
  • Flipped Classroom

    With flipped classrooms, what was “previously class content (teacher lead instruction)” is replaced with “what was previously homework “assigned activities to complete) now taking place within the class” This method of instruction emerged in the 2010s in response to increase access to technology and understanding of its beliefs.
  • Predictive Learning Analytics

    Big data in the form of PLA gathers attention for use in the classroom. It helps them know where to put resources change, workflows, or target employee training. Plus, it helps teachers identify learners who may not complete a course.
  • Ed Tech Apps

    Apps are not knew, for sure. But the train towards their use is growing in here to stay mobile apps are making headway bow to teach concept and reinforced them to tutoring. They also address key issues that learners and teachers face, one making a difference comes from the UK mine moose use a short animations to primary students learn about mental health. It teaches about brain, science, and burn out and aims to foster more self-esteem and resilience