Educational Technology 2010-2020

  • Ipads

    Ipads
    Ipads became available for classroom use in place of text books. Students can also download videos and do research on the internet.
  • Chromebooks in the Classroom

    Chromebooks in the Classroom
    Chromebooks are compact laptops created by Google. Created to provide users with efficiency, longevity, and sufficient storage space. Many schools provide chromebooks for each student due to their affordability as well as durability and usability.
  • VBL-Video Based Learning.

    VBL-Video Based Learning.
    VBIS is a remote teaching method that uses videos to convey information. It can be used for formal education, professional training, or self-paced learning. It's popularity increased in 2012.
  • Open Textbooks

    Open Textbooks
    An open textbook is a textbook licensed under an open license, and made available online to be freely used by students, teachers and members of the public. Many open textbooks are distributed in either print, e-book, or audio formats that may be downloaded or purchased at little or no cost.
  • Video Utililzation

    Video Utililzation
    Educational videos provide an important content-delivery tool in many classes. Effective use of video is enhanced when instructors consider cognitive load, student engagement, and active learning.
  • 3D Printing

    3D Printing
    3D Printing Was the Most Important Technology of 2015. 3D Printing in the Classroom Adds a New Dimension to Education. Schools use 3D printers to foster creativity, build enthusiasm and teach real-world skills.
  • Flipped Learning

    Flipped Learning
    Flipped learning is a teaching method that reverses the traditional classroom model. In flipped learning, students learn information before class and then apply it during class. The goal is to increase student engagement and learning.
  • VR Learning

    VR Learning
    VR in education is its ability to transform traditional lectures into immersive, hands on experiences, bringing abstract concepts and complex subjects to life.Oct
  • Gamification

    Gamification
    Gamification can be defined as the process of enhancing systems, services, organizations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users.
  • Roybi Robot

    Roybi Robot
    ROYBI Robot provides a sophisticated 1-on-1 tutoring experience for children through fun and play. Daily lessons are developed by experts educators to teach age-appropriate topics such as ABCs, biology, chemistry, geography, literature, mathematics, astronomy, and more.
  • Zoom/Global Pandemic

    Zoom/Global Pandemic
    Zoom, the video communications platform, became the most popular and perhaps the most beneficial brand during the COVID-19 pandemic. From logistical lifestyle changes such as your school or office desk moving into your home, to life-saving medical consultations coming from a screen, Zoom has redefined how we live!