Educational Technology and Media Timeline from 2020 to Present

By myi43
  • Learning Management Systems (LMS)

    Massive adoption of Learning Management Systems (LMS) as schools shift to online learning. Tools like Canvas, Blackboard, and Moodle facilitate the administration, documentation, tracking, and delivery of educational courses and training programs (2020).
  • Research on COVID Impact on Education

    Research on COVID Impact on Education
    Extensive research on the shift to remote learning during the pandemic, highlighting challenges and opportunities. Studies have focused on student engagement, equity in access to technology, and the effectiveness of online learning environments.
  • Universal Design for Learning (UDL):

    A framework that guides the development of flexible learning environments to accommodate individual learning differences. It emphasizes multiple means of engagement, representation, and expression and would gain traction in 2020 with the introduction of online learning.
  • Connectivism

    A learning theory for the digital age that emphasizes the role of social and technological networks in the learning process. Increased focus on Constructivism in remote learning environments, emphasizing student-centered learning during 2020.
  • Virtual Conferencing

    Virtual Conferencing
    2020 would begin the era of remote conferencing due to the limitations of COVID-19. Zoom would be the premier software that would be used and Microsoft Teams would follow suit as an alternative.
  • GPT-3 and GPT-4

    GPT-3 and GPT-4
    These language models by OpenAI have significantly advanced natural language processing, enabling more sophisticated chatbots, content creation tools, and language translation services. DALL-E and Stable Diffusion: AI-driven image generation tools that can create images from textual descriptions, revolutionizing creative industries and design processes.
  • Occulus Quest 2

    Occulus Quest 2
    Oculus Quest 2: A widely popular VR headset that offers a wireless, immersive experience for gaming, education, and professional training.
  • Flipped Classroom Model

    Flipped Classroom Model
    Inverts traditional teaching methods by delivering instructional content, often online, outside of the classroom. Class time is then used for interactive activities to reinforce learning (2021).
  • Gamification Research Study

    Gamification Research Study
    A study in 2022 would be published on the idea of gamification in education as an effort to help with student engagement and motivation. The research study would look at literature available on the topic of gamification in education and as well as future suggestions.
  • A Narrative Review on the Impact of COVID-19 on Education

    In 2022, an article on COVID-19 and its impact on education would be published. There would be uncertainties about the future of education caused from the events of COVID-19.
  • Research on AI in Education

    Studies on the application of AI in personalized learning, automated grading, and intelligent tutoring systems started gaining traction in 2023. Research explores how AI can support teachers and improve learning outcomes .
  • Role of AI in Education

    Role of AI in Education
    In 2023, Ayudin Ayudin and Alexandara Harry would publish a research study on the role that AI would play in education. They would include benefits like the power it has in enhancing education and improving efficiency of educators and as well as challenges in using AI like security and costs.
  • Connectivism in LMS during COVID

    Dapeng Liu, Lemuria Carter and Jiesen Lim would publish a study in 2024 about the connectivism and the connection that COVID-19 has with the learning theory. There would be a major focus on LMS during COVID-19 and student usage of LMS in conjunction to their learning.