6flintstone computer

Evolution of Educational Technology 2010-2023

  • My, what a big phone you have.

    My, what a big phone you have.
    Introduced in k-12 classrooms as one to one learning devices. The ipad was a big motivator to students and encouraged student led learning. The ipad was an instrumental tool for students with special needs giving them the ability to communicate with others and recieve visual instruction. The ipad provided; learning games,access to internet based educational sources, and also enhanced communication by giving students the tools to save and share information.
  • Who needs paper books when you can have a CHROME book

    Who needs paper books when you can have a CHROME book
    This is the Chrome book. Stealing the market and rising in popularity for its durability and affordability, the chrome book is widley adopted by classrooms across the country.
  • Slack-er

    Slack-er
    There is no slacking off here, this app helps classrooms come together and get things done. Slack, a messaging app that encourages communication through group chats, private chats as well as room to build and assign members to groups. Giving classroom teams a platform for group meetings virtually and a place to share and collaborate on projects. This app is functional and interactive, teachers can poll classes for understanding of material covered.
  • Not my parents PE class

    Not my parents PE class
    Movement tracking devices enhanced the philosophy of whole child education, shinning a light on how seditary the academic day is for children. Students wearing fitness trackers became more self aware and took ownership in recognition of personal daily movment goals. Movement throughout the school day has become much more then a recess kick ball game. The device reminds kids to get up and move. Lack of funding has been a major barrior for research since the launch of these devices.
  • Let the Gamification begin!

    Let the Gamification begin!
    Not a new idea but a new technology. First explained by developmental theorist Piaget in the early 1900's, children use games to learn new things. Following the popularity of chrome books in schools gamification technology takes off as another way to engage children in learning through academic activites disguised games. Students achieve success by practicing and mastering collated academic skills. Over 67% of k-12 students prefer gamified learning experiences resulting in higher test scores.
  • It this my augmented reality?

    It this my augmented reality?
    Augmented reality impacts the classroom by giving teachers the opportunity to literally move education off the page. Teachers can now create visual solar systems or show how the vestibular system works by bringing the learning to life. This is especially important as educators individualize to specific educational needs of all the learners in the room.
  • This reality is virtually impossible

    This reality is virtually impossible
    Nearly 20 years after Bill & Ted's Excellent Adventure, virtually reality has become mainstream and popularized as the cost has significantly deacreased. VR lets educators bring to life the lessions and skills they are teaching. This is powerful as more and more acceptance for diversity in learning styles is accepted in public school. VR gives the wiggly kid an opportunity to move their body and learn academics.
  • Not just a search bar, a classroom

    Not just a search bar, a classroom
    Google classroom is launched and changes how classrooms opperate. This tool became widley used once the Covid pandemic started. Google classroom allowed teachers to record lessions, assign tasks to students and electronically grade work.
  • Are we secure?

    Are we secure?
    October 2022, President Joe Biden signs the K-12 Cyber Security Act protecting our countries youngest learners. School discricts across the country adopt tools to filter threats as more and more children use web based learning.