ETEC 510 - 1970s Educational Technology & Media

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    Constructivism (1960s and 1970s)

    Constructivist theories emphasized that learners build knowledge through active exploration and interaction. They supported educational technologies like simulations and interactive media, fostering deeper learning and critical thinking. Source: Constructivist Theories
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    Humanistic Education (1960s and 1970s)

    Description: Focuses on helping students grow emotionally and personally by creating a supportive, student-centered environment that nurtures their potential. Impact: Human Education encouraged the use of tools, like personalized learning software, that allow students to take control of their own learning. It promoted the development of interactive and personalized learning experiences that support student needs. Source: https://files.eric.ed.gov/fulltext/ED393814.pdf
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    Research on the impact of technology on learning outcomes and student engagement (1970s)

    Description: Technology has helped improve learning by allowing students to learn at their own pace and offering more interactive and engaging materials, such as videos and games, making learning more enjoyable and accessible. Impact: These benefits have led to the growth of educational tools like online platforms and adaptive learning programs, which adjust to each student’s needs and make education more flexible and efficient. Source: https://edtechbooks.org/50_years/executive_summary
  • Educational Television (e.g, Sesame Street)

    Educational Television (e.g, Sesame Street)
    Description: Educational television programs like Sesame Street (although released in 1969), continued into the 1970s and were widely used in classrooms and homes, targeting early childhood education. Impact: Similar programs helped improve literacy and numeracy skills in young children, particularly those from disadvantaged backgrounds. The engaging format combined entertainment with educational content, making learning more accessible and enjoyable.
    Source: https://doi.org/10.1017/heq.2020.2
  • Distance Education Programs

    Distance Education Programs
    Description: During the '70s, distance education programs, such as video conferencing, deliver instruction to students, enabling them to learn outside of traditional classrooms. Impact: Satellite schools attempted to close distance-issues in education. Universities could also handle crowding issues while offering courses at a distance. Source: https://thejournal.com/articles/1999/09/01/the-origins-of-distance-education-and-its-use-in-the-united-states.aspx
  • Computer-Assisted Instruction (1970s)

    Computer-Assisted Instruction (1970s)
    Description: Early experiments with computer-assisted instruction (CAI) and computer-managed instruction (CMI) begin. Impact: These methods allowed for a technologically interactive learning experience. Source: https://educationnorthwest.org/sites/default/files/Computer-AssistedInstruction.pdf
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    Educational Research of CAI and CMI

    Description: CAI has been shown to effectively enhance learning by offering individualized instruction, immediate feedback, and the ability to adjust to different learning paces. Impact: The adoption of CAI and CMI systems influenced edtech by encouraging the development of adaptive learning software and management tools that support personalized learning and efficient educational administration. Source: https://educationnorthwest.org/sites/default/files/Computer-AssistedInstruction.pdf
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    Cognitive Learning Theory (CLT) (1970s)

    Description: Cognitive Load Theory (CLT) began to be developed. While not published until the late 1980’s, this theory emerged in the 70’s as the advancements in technology affected students and facilitators. Impact: CLT is a model that describes how the brain processes information and then uses that to ensure students are not overloaded by maximizing the instruction. Source: https://doi.org/10.59668/371.12980
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    Investigations into the best practices for integrating technology into the classroom (1970s)

    Description: Investigations into best practices have focused on finding ways to use digital tools to support personalized learning, enhance collaboration, and improve access to educational resources. Impact: These investigations have led to the development of more user-friendly, adaptive educational technologies that support a wide range of teaching and learning styles. Source: https://edtechbooks.org/50_years/executive_summary
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    MEGAN - Studies on the digital divide and equitable access to technology

    Description: Studies show the growing concern to the “homework gap”, since many students lack proper access to not only a computer, but to home internet, creating barriers to learning.
    Impact: Recognizing this divide has led to implementing initiatives, such as one-to-one computing, educators can bridge the gap and ensure equitable access to technology.
    Sources: https://files.eric.ed.gov/fulltext/ED593163.pdf
    https://doi.org/10.3926/jotse.2249
    https://files.eric.ed.gov/fulltext/EJ728908.pdf
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    Computer Simulations in Science Education (1970s)

    Computer simulations became more prevalent in science education, allowing students to model scientific phenomena. They helped students visualize complex concepts and promoted inquiry-based learning. Source: Computer Simulations
  • 4004 Microprocessor

    4004 Microprocessor
    Description: The Intel 4004 was the first microprocessor which was available for sale, that incorporated a computer’s main processing functions onto a single chip.
    Impact: This technology made it possible to create smaller and more affordable computers, allowing for personal computers to be into schools and into the hands of both educators and students.
    Source: https://www.intel.com/content/www/us/en/history/museum-story-of-intel-4004.html
  • The Altair 8800

    The Altair 8800
    Description: The Altair 8800, one of the first commercially available personal computers, was released, and led to the development of the modern PC industry.
    Impact: This allowed computer building and programming to be in the hands of the masses and paved the way for personal computers to become essential tools in classrooms and educational programs.
    Source: https://americanhistory.si.edu/collections/nmah_334396
  • Constructivist Learning Theories (Piaget & Vygotsky)

    Constructivist Learning Theories (Piaget & Vygotsky)
    Constructivist theories emphasized that learners build knowledge through active exploration and interaction. They supported educational technologies like simulations and interactive media, fostering deeper learning and critical thinking. Source: Constructivist Theories
  • Apple Computer Company

    Apple Computer Company
    Description: The Apple Computer Company was founded by Steve Jobs, Steve Wozniak, and Ronald Wayne, which focused on personal computers.. Impact: The Apple Computer Company began designing technology for common households that were easy to use in both that they came pre-built and also the operating system was easier to navigate. Source: https://www.britannica.com/money/Apple-Inc
  • BRENDA - The Concept of Scaffolding

    BRENDA - The Concept of Scaffolding
    Description: An influential paper on the concept of scaffolding describing how learners can receive guidance in order to solve more complex problems. Impact: Led to identifying the importance of feedback and adjusting the support learners receive to help them learn at higher levels. As they become more competent, the support is then gradually reduced, allowing them to develop skills beyond their current level of understanding.
    Source:
    https://doi.org/10.1016/j.techfore.2013.05.001
  • BRENDA - Video Games and Education

    BRENDA - Video Games and Education
    Description: The Atari 2600 brought educational games like Basic Math, Math Gran Prix, and Space Invaders to the market. Impact: Video games introduced gamification with educational games where users had the ability to practice their math skills. Space Invaders, on the other hand, helped develop players' cognitive skills by encouraging strategic thinking and problem-solving during gameplay. Source: https://www.history.com/topics/inventions/history-of-video-games
  • MEGAN - The Apple II

    MEGAN - The Apple II
    Description: The Apple II computer is introduced, which is a highly successful personal computer, featuring a color display, easy-to-use keyboard, and expandable memory. Impact: Not only was this computer easier to use, it also was targeted at a relatively lower price, making it possible to incorporate it in classrooms and introduce students to computing and programming. Source: https://www.britannica.com/money/Apple-Inc