Ed Tech Timeline M1-1

  • Connectivism

    Connectivism
    Educators wanted to allow students to network and be able to access content. Connectivism is the idea that technology can play a role in facilitating the creation of new ways of learning.
  • Gamification of Learning

    Gamification of Learning
    Gamified learning became an option to increase student engagement in learning. Concepts of game design were implemented in contexts not traditionally suited for games. Gamification also provided an increase in student motivation.
  • Personal Learning Environments (PLEs)

    Personal Learning Environments (PLEs)
    Personal Learning Environments peaked in the year 2011. The idea that students can utilize their own set of technological tools for a more individualized learnign experience emerged with PLEs.
  • Massive Online Open Courses (MOOCs)

    Massive Online Open Courses (MOOCs)
    Online education began to rise. Students were able to access high-quality educational material. The popularity of MOOCs during this time was a result of many technological advancements: OER (Open Educational Resources), video applications, connectivism of 2011, and Web 2.0. Web 2.0 refers to the development of the internet. This stage marks an increase in user-generated, interconnected media.
  • Open Textbooks

    Open Textbooks
    Textbooks became available online and free of charge. Digital textbooks enabled more interactive features and greater accessibility for learners.
  • Learning Analytics

    Learning Analytics
    Learning analytics allowed teachers to track student progress and student interaction with technological learning tools. Educators could adjust their methodology to best engage their students.
  • Digital Badges

    Digital Badges
    Digital badges became a way to denote achievements and provide links to evidence. These badges are currently utilized by employers and recruiters as well as in online learning programs to denote levels of achievement.
  • Artificial Intelligence (AI)

    Artificial Intelligence (AI)
    AI has reemerged and regained its popularity with the increase in efficiency of computation. AI was considered potentially useful for improving tutoring and more individualized teaching methods.
  • Blockchain

    Blockchain
    Blockchain was thought to possibly “enhance record keeping, increase efficiencies, and expand educational opportunities”. It was considered to potentially customize educational programs. It could create portfolios to display credible badges and certifications and contribute further to the interconnectedness of online education.
  • E-learning

    E-learning
    With the rapid shift in education due to COVID-19, e-learning technologies were essential. The use of primarily technological tools for learning highlighted the inequities and inequalities faced by students in varying regions and of varying socioeconomic statuses.
  • Furthering Personalized Learning

    Furthering Personalized Learning
    With computer algorithms, machine learning, and AI, the possibility of technology-driven, personalized learning systems are approaching. COVID-19 accelerated the growth of E-learning programs. Teachers could use innovations in AI to help address individual student needs.