EME3813 Ed Tech Timeline

  • iPads/Tablets

    iPads/Tablets
    iPads/Tablets have given students the ability to have a more tailored curriculum. Students were also have an higher rate of accessibility. iPads/Tablets allows students to have a more portable education, not limiting them to a computer lab.
  • Gamification

    Gamification
    Gamification is the process of taking a lesson/curriculum and turning it into a game. Gamification has helped students become more engaged in lessons. It also has a higher rate of student developing a enjoyable experience towards learning.
  • Chromebooks

    Chromebooks
    Chromebooks took student accessibility to a new level. Many schools started loaning these out to students to use in and out of school. These computers offer built in security. Chromebooks also offer a good amount of built in accessibility features like screen readers, different screen contrasts, audio and keyboard customizations.
  • Khan Academy

    Khan Academy
    Khan Academy helped lower the access to education gap. This free website offers students a tailored self-pace lesson experience that can be complete in and out of school hours. Students are able to slow down or speed up when needed. Khan Academy can be used on top of regular curriculum letting the teacher assign lessons to students.
  • Virtual Reality (VR)

    Virtual Reality (VR)
    Virtual Reality allows students to have access to areas they usually wouldn't have. VR expands the students ability of field trips and lab experiences. This helps closes the accessibility gap like financial and language barriers. VR helps students build practical skills and their intellectual and emotional intelligence.
  • Digital Textbooks/E-Books

    Digital Textbooks/E-Books
    Digital Textbooks/E-Books increase students accessibility to textbooks. Students will have access to their own textbook and more up to date information. Students would no longer need to share a textbook. E-Books can have videos, quizzes, and instant scoring. Digital textbooks allow student to have access to their textbook at any time.
  • Minecraft Education Edition

    Minecraft Education Edition
    Minecraft Education Edition is a perfect example of gamification. It encourages creativity, problem solving skills and critical thinking skills. Students also learn empathy and digital citizenship. Minecraft is a popular game among students so students are more incline to take part in Minecraft Education Edition.
  • Cloud Base System

    Cloud Base System
    Cloud base system allows student to save information instantly without the need of an thumb drive. If students forgot or couldn't afford a thumb drive this puts them at an disadvantage. Cloud base systems eliminates those situations. All students will have access to it since it is paid for and ran by the school. Cloud base system makes real time collaboration among students more feasible.
  • STEAM Learning/Projects

    STEAM Learning/Projects
    STEAM stands for science, technology, engineering, art and math. It encourages students ability to think critically , use problem solving and collaboration skills as well as use their creativity. STEAM learning/projects helps students learn and develop skills they will use in the real world.
  • Artificial Intelligence

    Artificial Intelligence
    Artificial Intelligence in education is gaining popularity because of a system called ChatGPT. AI often gives students resources/answers to their questions or topics. Some students use ChatGPT for cheating purposes as well. AI can help students when they are not able to communicate with teachers and peers.
  • Zoom

    Zoom
    Zoom is a video platform that allows a group of people to meet in a virtual room and communicate with video and audio. Zoom grew in popularity during the COVID-19 pandemic. It allows schools to continue teaching while schools were close. Zoom allows educators to create breakout room which can foster collaboration. Zoom has the ability to be as a meeting spot for students and educators around the world. It allows people to have more accessibility to resources and each other.