Ed Tech Timeline

By McCaidP
  • Increase in Classroom Wireless Devices

    Increase in Classroom Wireless Devices
    Classrooms receive an increase in wireless devices. One wireless device is provided for every 3.4 students in U.S. schools.
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    Major Phases in the Evolution of Educational Technology

    From 2010 to 2023, many key advancements occurred in educational technology which impacted the way teachers and students used technology for educational purposes.
  • Increase of Internet Availability for Children and Teens

    Increase of Internet Availability for Children and Teens
    Children now have more access to the internet. In fact, 80% of children under the age of five years old in the United States use internet daily. Research suggests that as many as 1.2 million teens use the internet to complete schoolwork and homework. These statistics demonstrate that the internet is becoming more prominent in the lives of children and teens, especially for educational purposes.
  • Increase of iPads provided by Schools

    Increase of iPads provided by Schools
    As many as 1.5 million iPads are provided by schools. There are 20,000 educational apps students may choose from. During this time, many people believe that the iPad is more durable, portable, and interactive than paper. As a result, iPads in the classroom are viewed as education's future.
  • Increase in Technology Access, and the Introduction of the ConnectED Initiative

    Increase in Technology Access, and the Introduction of the ConnectED Initiative
    90% of students under the age of eighteen years old have access to technology. 78% of teens own a cell phone, while one in four teens own a tablet computer. President Obama also introduces his ConnectED initiative to connect 99% of students in the U.S.to the internet, which will take effect within five years. As a result, students will have increased access to the internet to complete classwork assignments. The initiative supports digital learning content.
  • Google Classroom is Introduced to Schools

    Google Classroom is Introduced to Schools
    Google Classroom is first used in schools. This learning platform simplifies teaching for instructors by grading assignments electronically, making it easier to create and keep track of assignments, while also providing feedback and easier communication with classes. Most teachers and students appreciate this platform because it allows them to go paperless. Teachers also find it effective because it saves them time and energy printing and organizing paper-based assignments.
  • 3D Printing and iPad Add-Ons

    3D Printing and iPad Add-Ons
    3D printing becomes the norm for teachers and educators. 3D printers are now featured in media centers and art rooms. These printers allow students to design product ideas and gain analytical skills. Additionally, iPad add-ons, such as Osmo and Tiggly, allow students to play learning games on their iPads.
  • E-Portfolios and Augmented Reality on the Rise for K-12

    E-Portfolios and Augmented Reality on the Rise for K-12
    Learning platforms such as Seesaw and Class Dojo become increasingly popular with teachers and students. Both platforms increase and encourage student engagement through collaboration. They also save teachers time and energy without the hassle of creating paper-based assignments.
    Additionally, augmented reality becomes popular in education. Augmented reality incorporates 3D sounds, objects, and text elements into the classroom. It's most commonly used by teachers to bring presentations to life.
  • Microsoft Teams is Introduced to Schools

    Microsoft Teams is Introduced to Schools
    Microsoft Teams is launched worldwide. MT is a messaging app that includes apps like Word, Excel, and PowerPoint. It is used by teachers and students to facilitate online learning, virtual meetings, collaborative teamwork, and more. Ultimately, Microsoft Teams is highly effective in encouraging and ensuring productivity.
  • Smartboards Make a Comeback and Augmented Reality Remains Strong

    Smartboards Make a Comeback and Augmented Reality Remains Strong
    Smartboards--which are highly interactive for educators and students--make a comeback due to decreased prices, which encourages school districts to purchase more of these interactive boards for classrooms. Augmented reality also remains strong in classrooms and is proven to have led to higher comprehension rates than traditional classroom settings.
  • The Rise of Virtual Reality Headsets in the Classroom; Remote Learning Becomes Increasingly Popular

    The Rise of Virtual Reality Headsets in the Classroom; Remote Learning Becomes Increasingly Popular
    COVID leads to most students completing assignments online through platforms like Edgenuity during the first half of the year. Due to this, remote learning becomes the norm as students and teachers are encouraged to remain home. During the second half of the year, virtual reality headsets become increasingly popular in the classroom. VR creates immersive lessons for students and has been shown to improve learning outcomes. Students enjoy VR because it allows for an engaging classroom experience.
  • Artificial Intelligence Becomes an Increasingly Popular Classroom Tool; Remote Learning Remains Strong

    Artificial Intelligence Becomes an Increasingly Popular Classroom Tool; Remote Learning Remains Strong
    AI is helpful for teachers because it grades work fast and makes assigning work easier. It also improves the personalization of student learning tasks and detects plagiarism. As a result, AI is widely favored among students and teachers. During this time, remote learning also remains strong due to the fear of COVID-19. Many parents keep their children home to avoid becoming sick, which means students complete their classwork online remotely.
  • Teachers Become More Selective of Educational Apps; Augmented and Virtual Reality Promise More Immersive Classroom Opportunities

    Teachers Become More Selective of Educational Apps; Augmented and Virtual Reality Promise More Immersive Classroom Opportunities
    During this time, selecting educational apps becomes a trend since educators consider benchmarks rather than buzzwords. In other words, they prefer apps which feature a developmental team and provide scaffolding through reinforcing important skills and/or concepts which align with the curriculum.
    Additionally, augmented reality and virtual reality promise to create more engaging and immersive opportunities for students in the classroom.
  • Gamification of Learning Becomes Increasingly Popular

    Gamification of Learning Becomes Increasingly Popular
    The gamification of learning is an educational approach that utilizes video game design in specific learning environments to hold students' interest and instill lifelong skills such as social awareness and critical thinking. As a result, increased internet capabilities and higher network bandwidth will become the focus in order to better incorporate technology into the classroom.