History of Educational Technology - Fall 2024 Master Peers

  • 3100 BCE

    Egyptian Hieroglyphics

    Egyptian Hieroglyphics
    Ancient Egyptians invented the first form of writing using symbols, laying the foundation for other written languages.
  • 485 BCE

    The Elder Sophists

    The Elder Sophists
    Freelance teachers in Athens credited with the first recorded instance of mass instruction.
  • 470 BCE

    Socratic Method

    Socratic Method
    Socrates method of education, commonly referred to as the "Socratic Method" involved teaching that was "Gleaned from the work of his students". Within this method, Socrates focused on inquiry-based instruction and relied on the cooperation of his class in order to further academic discussion. This paved the way for the collaborative learning we know today.
  • 300 BCE

    Counting Tablets

    Counting Tablets
    Salamis Tablet (abacus) is made of marble and is the oldest surviving counting board. Discovered on the Greek island of Salamis in 1846. Watch how the counting board was used here
  • 1120

    Sic et Non published

    Sic et Non published
    Abelard's Sic et Non is published. His teaching method involved presenting opposing arguments then critically examining them to arrive at a conclusion. His book lists 158 philosophical and theological questions which had divided opinions.
  • 1180

    Scholastic Instructional Method

    Scholastic Instructional Method
    Abelard introduced the unique ways of thinking and reasoning that are linked with scholasticism and thus the bloom of Universities.
  • 1400

    Beginning of Humanistic Education: Renaissance

    Beginning of Humanistic Education: Renaissance
    Renaissance shifted education from religious
    instruction to liberal arts. Change in
    focus to rhetoric, grammar, philosophy,
    history. The goal was an education society that could solve conflicts through communication, which led to new teaching methods that focused on understanding of material and not simply memorization. Focused on advancement of a person holistically.
  • 1440

    Invention of the Printing Press

    Invention of the Printing Press
    Johannes Gutenberg’s invention of the printing press revolutionized information distribution, making books more accessible and laying the foundation for mass education by increasing the availability of consistent educational materials. Reason for Inclusion: This event marks the democratization of knowledge, a pivotal moment in educational technology and instructional media.
  • 1440

    Movable Type by Johannes Gutenberg

    Movable Type by Johannes Gutenberg
    Johannes Gutenberg invented movable type around 1440, which was a key component of his printing press. Movable type refers to individual characters (letters, numbers, and symbols) that could be rearranged and reused to print different texts. This innovation made the process of printing much faster and more efficient compared to earlier methods, where entire pages had to be carved out of wood or metal blocks. Movable Type
  • Jesuit Ratio Studiorum

    Jesuit Ratio Studiorum
    The Ratio Studiorum, outlining Jesuit educational methods, organized systematic instruction across Europe, using printed books, lectures, and early educational tools like chalkboards. It is seen as a precursor to modern instructional design. Reason for Inclusion: Jesuit methods highlight early examples of structured education, a key element in the history of educational technology.
  • Comenius’s Didactica Magna

    Comenius’s Didactica Magna
    John Amos Comenius, in Didactica Magna, advocated for universal education and the use of illustrations in textbooks, emphasizing visual aids and practical knowledge. Reason for Inclusion: His focus on visual learning foreshadowed modern audiovisual aids and multimedia in education.
  • Hornbook

    Hornbook
    The hornbook, a wooden paddle with printed lessons, was introduced by British Monks. It became one of the earliest tools used to teach children to read in the American colonies and Europe.
  • Orbis Pictus by Comenius

    Orbis Pictus by Comenius
    Orbis Pictus, one of the first illustrated textbooks, is published by John Amos Comenius. Comenius' book marks a significant moment in the use of visual aids in teaching, integrating images to enhance understanding for young learners.
  • 1658 Orbis Pictus

    1658 Orbis Pictus
    (World in Pictures) by Johann Amos Comenius
  • Magic Lantern invented, early form of visual technology

    Magic Lantern invented, early form of visual technology
    The "Magic Lantern," invented by Christiaan Huygens in 1659, is considered one of the earliest forms of visual technology used in education, essentially acting as a precursor to the modern slide projector by projecting images from glass slides illuminated by oil lamps or candles; this technology was particularly valuable in the 1680s for displaying intricate anatomical illustrations that were difficult to draw on a chalkboard, even though Huygens initially felt his invention was too trivial.
  • First Example of Distance Learning

    First Example of Distance Learning
    Caleb Philipps taught distance courses through the use of symbols and abbreviations in Boston in the British North American Colonies. Lessons were sent through the US Postal Service and were advertised in the Boston Gazette. History of distance learning | Online education timeline. (n.d.). Oxford Learning College. https://www.oxfordcollege.ac/news/history-of-distance-learning/ Entry by Nicole Shoemaker
  • Pencil invented

    Pencil invented
  • Front-of-Class Chalkboard

    Front-of-Class Chalkboard
    James Pillans, a headmaster in Scotland, created the first front-of-class chalkboard to help teach geography with large maps. This invention revolutionized classroom instruction by allowing teachers to present information to the entire class simultaneously.
  • Lancaster's Monitorial Instruction

    Lancaster's Monitorial Instruction
    Educational system developed by Joseph Lancaster that provided an education to large numbers of students at a low cost, making it useful for educating poor children.
  • Arithmometer

    Arithmometer
    Invented by Charles Xavier Thomas de Colmar, the arithmometer was the first commercial calculating machine to include all four basic mathematical functions.
  • Kindergarten Movement

    Kindergarten Movement
    Friedrich Froebel develops a series of ideas that young children learn through play. Free play, creativity, socialization, and motor expression were the four components of his philosophy of education.
  • Lithography for Educational Materials

    Lithography for Educational Materials
    Lithography allowed for the mass production of educational materials such as maps, charts, and illustrations, making learning resources more accessible.
  • Mass Production of Pencils

    Mass Production of Pencils
    Although pencils can be traced back several centuries, it was not as successful until Joseph Dixon came around in 1866. He was granted a patent for his wood-planing machine, a machine that was capable of mass-producing 132 pencils per minute. This mass production greatly reduced the price of pencils, making them more accessible to the public. (Ashley Mendoza)
  • Typewriters for Educational Purposes

    Typewriters for Educational Purposes
    A typewriter suitable for mass production is invented in 1868 and teacher's began using them in their classrooms across America. http://www.jstor.org/stable/1001415 Entry by Nicole Shoemaker
  • Creation & Use of Magic Lanterns

    Creation & Use of Magic Lanterns
    The 1870s: Magic lanterns, or early slide projectors, are used in schools to display images on a wall or screen -- the beginning of visual instruction
  • The First Publicly Funded Kindergarten Opens

    The First Publicly Funded Kindergarten Opens
    Kindergarten was a German innovation brought to America in Watertown, Wisconsin, in 1856, and was private, German spoken class. Then, in 1860, the first private English kindergarten opened in Boston. It wasn't until 1873 that the first publicly funded kindergarten opened in St. Louis. https://www.naeyc.org/resources/pubs/yc/nov2018/remembering-life-work-susan-blow Entry by Nicole Shoemaker
  • Grandma's Arithmetical Game

    Grandma's Arithmetical Game
    The McLoughlin Brothers created an arithmetic instruction card game. It had 118 cards where on side had a word problem and the other side was blank. An example of gamification for learning. Grandma's Arithmetical Game
  • The Creation of the School Desk

    The Creation of the School Desk
    In 1880, John Loughlin designed the first model of the school desk due to the influx of students and the need for education. It was known as the "fashion desk." The following decades after this showed many advancements and modifications to better fit the needs of students. (Ashley Mendoza)
  • Distance Learning via Postal Mail

     Distance Learning via Postal Mail
    Distance learning began in the 19th century with correspondence courses, where students received and submitted assignments through the postal system. Originally focused on vocational training, it soon expanded to higher education
  • Patent of First Ballpoint Pen

    Patent of First Ballpoint Pen
    John L. Loud patented the first ballpoint pen, marking a significant development in writing tools used in education. Although not immediately successful, it laid the groundwork for the widespread use of ballpoint pens in schools later on, following the work of Biro and Bich.
  • Adoption of films for instructional use

    Adoption of films for instructional use
    In 1910, "the public school system of Rochester, NY, became the first to adopt films for regular instructional use."
  • School Museums

    School Museums
    In the 1910s, school museums were created. These museums featured a collection of supplemental instructional materials that were portable between classrooms. These materials typically included visual media such as photographs and drawings. (Alexandra McDermott)
  • Period: to

    Audiovisual Instructional Movement

    Development of technological tools and instructional models that integrated the use of technology developments for learning and methods of use. Reference: Reiser, R. A. (2001). A History of Instructional Design and Technology: Part 1: A History of Instructional Media. Educational Technology Research and Development, 49(1), 53-64.
  • The creation of DVI

    The creation of DVI
    The Department of Visual Instruction (DVI) was created. Following their creation, DVI, took on a leadership role in 1932 as the three existing national professional organizations for visual instruction merged into one organization, DVI. DVI is now known as the Association for Educational Communications and Technology (AECT) and has maintained a leadership role in the field of instructional design and technology.
  • First Use of Teaching Machines by Sidney Pressey

    First Use of Teaching Machines by Sidney Pressey
    Sidney Pressey developed one of the first teaching machines. His device allowed students to test themselves and receive immediate feedback, an early attempt at personalized learning.
    Skinner, B. F. The Technology of Teaching. Appleton-Century-Crofts, 1968.
    https://www.si.edu/object/pressey-teaching-machine%3Anmah_1367149
  • The Rise of Radio

    The Rise of Radio
    In the 1930s, radio was celebrated as the media that would change education. It was believed that it would become as popular as utilizing books in education. Unfortunately, with the rise of television and video, it did not grow in popularity the way it was predicted. (Alexandra McDermott)
  • Period: to

    Introduction of Language Labs

    Language labs emerged in the 1940s, using audio equipment to help students practice foreign languages. These labs laid the foundation for language learning software and apps used today.
    Kelly, Louis G. The Evolution of Language Laboratories. Modern Language Journal, 1945.
    https://blogs.reed.edu/ed-tech/2015/10/language-labs-a-brief-history/
  • U.S. Army Air Force (Films and Filmstrips)

    U.S. Army Air Force (Films and Filmstrips)
    During World War II (mid-1943 to mid-1944), the U.S. Army Air Force (USAAF) produced over 400 training films and 600 filmstrips. These films were used primarily to train military members on the conduct of warfare, chemical warfare, and aviation fundamentals/tactics. In addition, these filmstrips prepared civilians in the energized wartime economy to produce and manufacture airplanes, bullets, and tanks.
  • Implementation of "Educational Videos"

    Implementation of "Educational Videos"
    Educational Videos utilizing online multimedia tools were introduced in the late 1950s to aid in the collection of learning material and increase classroom engagement within a world that had begun to veer towards a "screen" for the first time. The most well known video of the era was entitled "Let's Make a Sandwich", and is considered to be a classic educational film.
  • Television as an Educational Medium

    Television as an Educational Medium
    As television sets became more widespread and affordable, educators and broadcasters began to explore their potential for instructional purposes. The medium offered a unique opportunity to reach large audiences, including children, with educational content that could be both engaging and informative. Early shows include "Watch Mr. Wizard" and "Romper Room."
  • Instructional Television Dedication

    Instructional Television Dedication
    In 1952, the Federal Communications Commission dedicated 242 television channels to educational purposes. In 1955, the US had 17 channels and by 1960 they had more than 50. These programs were typically used in the classrooms until the mid-1960s when interest declined and educational public television programs rose in popularity. (Alexandra McDermott)
  • Skinner's Concept of Programmed Instruction

    Skinner's Concept of Programmed Instruction
    In the 1950s, B.F. Skinner introduced the concept of programmed instruction, which advocated breaking learning into small steps with immediate feedback. This laid the groundwork for instructional technology and computer-based learning.
  • Skinner Introduces "The Science of Learning"

    Skinner Introduces "The Science of Learning"
    Skinner's paper "The Science of Learning and the Art of Teaching" introduced the concept of programmed instruction, significantly influencing educational technology.
  • Supreme Court's unanimous decision to desegregate schools in Brown v. Board of Education

    Supreme Court's unanimous decision to desegregate schools in Brown v. Board of Education
    The Supreme Court rules unanimously that racial segregation in schools violates the Equal Protection Clause in the 14th amendment. During this time, all-Black schools were typically underfunded and underresourced and lacked the facilities all-White schools had, such as gyms and cafeterias. In 1964, the federal government was given power to sue schools that refused to integrate.
  • Whiteboard

    Whiteboard
    The whiteboard was first invented by Martin Heit, who discovered that after using a sharpie to write on a film negative he was able to just wipe it off. Whiteboards are still heavily used today in both whole group instruction and small group.
  • Publication of Taxonomy of Educational Objectives: The Classification of Educational Goals

    Publication of Taxonomy of Educational Objectives: The Classification of Educational Goals
    Colloquially known as Bloom's Taxonomy, the publication of Taxonomy of Educational Objectives: The Classification of Educational Goals, is a foundation of instructional design purposes, with teachers aligning student goals to the instruction. Bloom's Taxonomy created the hierarchy educational learning objects.
  • Photocopier

    Photocopier
    Chester Carlson invented the photocopier, revolutionizing the way educational materials could be reproduced and distributed in schools.
  • PLATO's Development of Online Education

    PLATO's Development of Online Education
    The University of Illinois began to roll out a new form of education that would allow students to take a course in an "online" environment within a course that was coined as the first-of-its-kind. This was known as PLATO, or the Programmed Logic for Automatic Teaching Operations, and was one of the first computers designed for teaching and learning.
  • Overhead Projector

    Overhead Projector
    Although the overhead projector was invented in Europe in 1850, it wasn't until the 1950-60s that it became widely employed in the US, modernizing classroom presentations. The projector allowed teachers to display content to large audiences using transparent sheets. For many years, this technology was an essential component in classrooms as it made teaching visual content simple and efficient.
  • Augmented and Alternative Communication Interface

    Augmented and Alternative Communication Interface
    The development of AAC device interfaces took off in the 1960-1970s. Writing systems, communication and language boards, and electromechanical communication began to develop early models during this time. These were created to assist people with differed communication needs. This time period created alternative ways for people to communicate such as the photograph which is a typewriter which is controlled by a sips and puffs with a gooseneck mounted mouthpiece.
  • Introduction of LOGO Programming Language

    Introduction of LOGO Programming Language
    LOGO, a programming language designed by Seymour Papert and colleagues, was created to teach children computational thinking through coding. Its simple commands taught students to think logically.
    Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, 1980.
    https://el.media.mit.edu/logo-foundation/what_is_logo/history.html
  • Formative and Summative Evaluation Methods

    Formative and Summative Evaluation Methods
    Michael Scriven developed formative and summative evaluation approaches to assess the quality of instructional materials and methods. His work helped refine instructional design by emphasizing continuous feedback and improvement.
  • Handheld Calculator

    Handheld Calculator
    Texas Instruments introduced the first portable handheld calculator, revolutionizing mathematics instruction by allowing students to perform complex calculations quickly.
  • The first concept of mobile learning - Dynabook

    The first concept of mobile learning - Dynabook
    Alan Kay, a computer scientist, envisions a concept of a portable education device for children he names "Dynabook". Although Dynabook is never made, it remains the first concept of mobile learning. Watch Alan Kay describe his invention at this link Dynabook
  • First Online Courses

    First Online Courses
    The first online courses were offered by the University of Alberta's School of Medicine. The courses were conducted using the IBM 1500 network.
    The Internet and Education
  • First Virtual Reality Headset

    First Virtual Reality Headset
    The first Virtual Reality headset was created in 1968. This headset was not as compact or easily usable as modern-day VR headsets, and it had to be connected to the ceiling. However, today, VR is implemented in classrooms to globalize and expand learning perspectives through blending visual stimulation with education for more interactive teaching. With innovations in Internet connectivity, wireless VR headsets are more easily usable and natural in educational settings.
  • Sesame Street debut

    Sesame Street debut
    Sesame Street debuted on public television as an innovative children's program designed to provide early childhood education through engaging and diverse media. The show featured a blend of live-action, puppetry, animation, and short films, making education entertaining and accessible.
    Sesame Street
  • 1st Instructional Designer Role

    1st Instructional Designer Role
    The role of "instructional designer" began to formalize at universities such as the University of Illinois, which established an Office of Instructional Resources in the early 1970s. This role became crucial in developing and implementing effective instructional strategies and technologies in higher education.
  • Component Display Theory (David Merrill)

    Component Display Theory (David Merrill)
    CDT specifies how to design instruction for any cognitive domain. CDT provided the basis for the lesson design in the TICCIT computer based learning system (Merrill, 1980). It also was the basis for the Instructional Quality Profile, a quality control tool for instructional materials (Merrill, Reigeluth & Faust, 1979). https://www.instructionaldesign.org/theories/component-display/
  • Period: to

    Introduction of VCRs in Classrooms

    Video cassette recorders (VCRs) were introduced in schools in the 1970s, allowing teachers to record and play educational videos and documentaries. This marked a significant advancement in visual learning tools.
    Molenda, Michael. Educational Technology: A Definition with Commentary. Lawrence Erlbaum Associates, 2008.
  • Mainframe Computers and PLATO System

    Mainframe Computers and PLATO System
    Mainframe computers were used for computer-assisted instruction (CAI). PLATO (Programmed Logic for Automated Teaching Operations) was developed at the University of Illinois, allowing for interactive learning.
  • Scantron introduced - automatically graded multiple choice

    Scantron introduced - automatically graded multiple choice
    In 1972, Scantron was introduced as a system of testing that allowed educators to grade multiple-choice tests more quickly and efficiently
    The Story Behind the Scantrons
  • First Portable Cellular Phone

    First Portable Cellular Phone
    Martin Cooper, an American engineer, invents a first portable cellular cellphone while working at Motorola. Watch him give a TedTalka about his invention at this link MartinCooper
  • Oregon Trail Is Created

    Oregon Trail Is Created
    Popularized by the Minnesota Educational Computing Consortium, this program brought history to life for students for decades. With this seemingly fun game, ethics are called into question with the game's representation of Indigenous people and the impact and history behind journeys such as this one.
  • Apple Computers in Classrooms

    Apple Computers in Classrooms
    Apple computers became the first prevalent technology in the classroom, teaching through word
    processing, coding, and educational
    games. Apple partnered to provide free computers to schools and offered premier training services to educators.
  • Hypermedia

    Hypermedia
    In the 1980s, Hypermedia systems (computer software that connects elements of text, graphics, video, and audio so that the user can easily move within information) were widely used in schools.
  • Scholastic Book Fairs

    Scholastic Book Fairs
    Scholastic brand began hosting book fairs with school partnerships to provide more than 35 million students and their families' access to thousands of affordable books and educational products.
  • Instructional Media Defined

    Instructional Media Defined
    Defined as: the physical means via which instruction is presented to learners.
    Reference: Reiser, R. A. (2001). A History of Instructional Design and Technology: Part 1: A History of Instructional Media. Educational Technology Research and Development, 49(1), 53-64.
  • Video Conferencing

    Video Conferencing
    Picture-tel Corp. creates first commercial two-way real time audio and video conferencing.
  • Powerpoint Developed

    Powerpoint Developed
    The development of PowerPoint can be seen as another, more efficient iteration of the Blackboard, a way to present information to learners that they can then interact with. This makes way for creations like SMART Boards and Instructional Technology platforms such as Nearpod that allow learners to manipulate the information from their end.
  • The World Wide Web

    The World Wide Web
    The World Wide Web (simply the Web) was invented by English computer scientist Tim Berners-Lee while at CERN in 1989 and opened to the public in 1991. Designed as a "universal linked information system," it allows access to documents and media via web servers and browsers. Servers and resources on the World Wide Web are identified and located through character strings called uniform resource locators (URLs). The World Wide Web
  • Microsoft Office

    Microsoft Office
    In 1990, Microsoft launched the inaugural version of its Office suite, known as Office 1.0. This initial release featured three primary applications: Word, Excel, and PowerPoint. Over the years, Microsoft Office has undergone significant evolution through multiple versions and updates. Notably, the ribbon interface was introduced in Office 2007, and in 2011, the suite transitioned to cloud-based services under the branding of Microsoft 365.
  • The World Wide Web is launched

    The World Wide Web is launched
    The World Wide Web is launched, revolutionizing access to educational resources and online learning.
  • MediaSite

    MediaSite
    MediaSite, a US media company was founded in 1991. This video platform has been integrated into many learning management systems and has had major impacts on online learning with its improvement in video and audiovisual learning. It has been employed in instructional design innovations such as flipped classrooms, enabling teachers to focus on facilitating groupwork, problem solving, and critical thinking rather than content distribution and lecture-heavy instructional material.
  • eBooks

    eBooks
    The first eBook was sold by the company Bibliobytes in 1993. However, it wasn't until 1998 that the future of eBooks began to take shape. This was when the first eBook readers were released as well as when libraries began giving electronic book access to the public. These developments led to other technology such as the Kindle eReader, and OneDrive - a digital book lending program.
  • Development of WebQuests

    Development of WebQuests
    Bernie Dodge and Tom March developed WebQuests in the mid-1990s as an inquiry-oriented lesson format in which most or all of the information that learners work with comes from the web. WebQuests combine technology with critical thinking exercises.
    Dodge, Bernie. WebQuests: A Strategy for Scaffolded Learning. Learning & Leading with Technology, 1995.
  • FLVS

    FLVS
    Florida Virtual School emerged in 1997. It was Florida's first Internet-based, public high school.
  • Turnitin Launched

    Turnitin Launched
    Turnitin's launch was one of the first educational technologies created to fight plagiarism. Its launch was followed quickly by mass purchasing from schools across the globe in their effort to fight plagiarism. Turnitin currently uses AI to run its' detection services but upon founding used a library of previous educational submissions. Turnitin is important in educational technology because it was one the first plagiarism detectors and, thanks to recent mergers, is one of the largest.
  • First LMS created

    First LMS created
    The first Learning Management Systems (LMS) were released, which allowed for more online education and expanded the digital learning experience.
  • The Founding of Blackboard LLC

    The Founding of Blackboard LLC
    Blackboard LLC was founded on January 21, 1997, by Michael Chasen and Matthew Pittinsky. Initially, it began as a consulting firm working with the non-profit IMS Global Learning Consortium to create a prototype for online learning and explore the standardization of online education. Chasen and Pittinsky started the company after leaving KPMG Consulting, where they had both worked in the higher education sector.
  • Wiki's

    Wiki's
    Wiki's were invented by Ward Cunningham who originally coined the term in 1994. Wiki's refer to a shared, editable page intended to share knowledge about concepts or topics. Reference: Friedman, T. (2022). Twenty years of educational technology. EdTech Books. https://edtechbooks.org/lidtfoundations/twenty_years_of_edtech
  • Section 508 of the Rehabilitation Act

    Section 508 of the Rehabilitation Act
    Section 508 of the Rehabilitation Act is a federal law that requires federal agencies and funded organizations to make electronic information and technology accessible to individuals with disabilities, ensuring equal access for all. Section 508 of the Rehabilitation Act
  • MIT Create OpenCourseWare

    MIT Create OpenCourseWare
    The launch of MIT's course materials being freely available led to many other universities following suit. This allowed students to easily access important knowledge, as well as allow other educators to gain access to useful teaching materials
  • SMART boards introduced in schools

    SMART boards introduced in schools
    This board was introduced into the classrooms in 1999. This piece of technology is replaces several educational tools by itself. This all-in-one device is like a whiteboard, projector, connects with internet, television and many more.
    Smart Techniques for Smarter Education
  • BrainPOP

    BrainPOP
    BrainPOP is an educational website featuring animated videos on a variety of classroom subjects. Its user-friendly interface and engaging content made it a popular tool for both teachers and students. BrainPOP has continued to evolve, incorporating interactive features like quizzes and games to enhance student learning.
  • No Child Left Behind Act

    No Child Left Behind Act
    The No Child Left Behind Act promotes the use of technology in classrooms for assessment and personalized learning.
  • American BLOG'ing

    American BLOG'ing
    American BLOG'ing emerges as a new trend which allows people to educate, train, and support readers on topics that would normally require extensive research. When used in education, this trend promotes self-expression, analytical thinking, creativity, and writing skills.
  • The Emergence of LMS

    The Emergence of LMS
    In 2002, the first open-source LMS, entitled Moodle, was introduced. This platform allowed learners to choose the content they wanted, enabling personalized learning.
  • Open Educational Resources (OER)

    Open Educational Resources (OER)
    MIT launched its OpenCourseWare initiative, leading to the widespread adoption of OER. This democratized access to educational content, allowing free sharing and reuse of resources across the globe. (Olivia Hardy)
  • Quality Matters

    Quality Matters
    ): Quality Matters (QM) was established as a nonprofit organization to improve the quality of online education and student learning by creating a set of standards and a peer-review process for online courses. QM’s emphasis on course design and continuous improvement has significantly influenced instructional design in online and blended learning environments.
  • Podcasts

    Podcasts
    The first podcast is recorded to have been recorded in 2003 by software engineer Dave Winer. He developed an audio feed for a reporter that worked at The New York Times, Christopher Lydon. It was utilized to offer interview content from notable articles on a blog. This has transformed. The very first podcasting platform known as Lysbin was created in 2004. A podcast subscription was then built into iTunes in 2005. Podcasts have since gained immeasurable popularity.
  • Learning Management Systems (LMS)

    Learning Management Systems (LMS)
    Platforms like Blackboard and Moodle became essential for organizing and delivering e-learning content. LMS standardized online education, allowing for widespread access and streamlined course management. (Olivia Hardy)
  • Release of Facebook

    Release of Facebook
    With Facebook’s release, social media became more mainstream, creating online learning communities and making educational resources more accessible to everyone. Researchers and educators became interested in utilizing social media to enhance the learning experience and connect students and educators in new ways.
  • Khan Academy's First Video

    Khan Academy's First Video
    The first Khan Academy video, by Salman Khan, is uploaded. This marks the beginning of one of the biggest online education platforms, completely free, which expands to various subjects later. With popular YouTube Channels like Crash Course becoming popular in later years, this uploads marks the start of a very important movement to online learning resources.
  • Connectivism theory

    Connectivism theory
    A learning theory which emphasizes how learning occurs in the digital age with the influence of technology. More connections can be made throughout the learning process with the access to technology, internet, and social media.
  • YouTube

    YouTube
    YouTube has revolutionized education by providing on-demand access to tutorials, lectures, and instructional videos. It's a vital tool for supplementing classroom learning, especially in STEM fields, and for science communication.
  • Google Suite

    Google Suite
    Google Suite, originally known as Google Apps for Your Domain, was launched in 2006. This suite of applications allows organizations to efficiently manage emails and various web-based services at no cost. The platform has evolved over the years; in 2016, it was rebranded as G Suite, and in 2020, it underwent another rebranding to become Google Workspace.
  • Web 2.0

    Web 2.0
    Web 2.0 tools like social media, blogs, and wikis became popular for collaborative learning and content sharing. This era promoted user-generated content and fostered greater interaction between students and educators. (Olivia Hardy)
  • 2007 National Educational Technology Standards

    2007 National Educational Technology Standards
    The International Society for Technology in Education (ISTE) updated its National Educational Technology Standards for Students (NETS) to include skills such as creativity, collaboration, and digital citizenship, reflecting the growing importance of technology in education. In 2007, ISTE reviewed its student standards and re-released them as the ISTE Standards for Students. Their focus became integration of technology in the classroom.
  • AlphaSmart Neo 2

    AlphaSmart Neo 2
    The AlphaSmart Neo 2 was released as a student-friendly word processor. It assisted students with writing skills, concentrating on writing assignments and was well-known for its portability, lengthy battery life, and distraction-free interface. Multiple files can be stored on the device and then transferred to PCs for editing or printing.
  • The Release of the iPhone

    The Release of the iPhone
    The iPhone's release in 2007 advanced education by allowing for portable learning and introducing new educational apps and tools. The iPhone fostered engaging learning opportunities and contributed to the advancement of educational resources.
  • Khan Academy

    Khan Academy
    Khan Academy revolutionized online platforms for individualized learning by providing students with access to vast resources on various subjects, particularly math and science. Its mastery-based learning system allows students to learn at their own pace, reinforcing concepts through video tutorials, practice exercises, and real-time feedback. This platform has been adopted globally, and during the COVID-19 pandemic, it became an invaluable resource for remote learning.
  • ePortfolios

    ePortfolios
    Students and professionals began creating ePortfolios to organize learned content and projects and creatively share proof of knowledge and experiences with employers and peers
  • The Term "MOOC" is coined

    The Term "MOOC" is coined
    The term MOOC was coined in 2008 by Dave Cormier of the University of Prince Edward Island to describe a course called Connectivism and Connective Knowledge where 25 tuition-paying and 2200 online non-paying students took the course together.
  • MOOCs

    MOOCs
    Emergence of MOOCs through platforms like Coursera and edX, making education globally accessible.
  • Game-Based Learning

    Game-Based Learning
    Learning utilizing pre-made commercial videos games. They are integrated in curriculum and others were adapted to suit an educational environment with designated lesson plans. An example of such is Minecraft: Education Edition.
  • ClassDojo

    In 2011, Class Dojo was release. It was a classroom management tool that allowed for communication between teachers, students and their parents.
  • i-Ready: Adaptive Assessment and Instruction

    i-Ready: Adaptive Assessment and Instruction
    i-Ready provides diagnostic assessments and personalized instruction in reading and mathematics through adaptive technologies. It uses data to guide instructional decisions and provides personalized learning.
  • Zoom

    Zoom
    Tool used in education to create live instructions via a video. This is also used to record lectures and send out to students.
  • Chromebooks

    Chromebooks
    The Chromebook was invented by Google. This computer has become the number one used computer by public schools for 1:1 technology. The Chromebook is easy to use for all students and supports their learning.
  • Kahoot! Quiz Gamification

    Kahoot! Quiz Gamification
    Kahoot! was created in 2012 and officially launched in 2013, introducing a game-based platform that transformed classroom engagement. By turning lessons into interactive quizzes, Kahoot! made learning more enjoyable and boosted student participation.
  • Nearpod Created

    Nearpod Created
    Nearpod , the digital learning platform, was created in 2012. What started as an interactive slide deck has developed to include gamification, quizzes, and virtual reality elements.
  • "The Year of the MOOC"

    "The Year of the MOOC"
    The "Year of the MOOC" refers to the article by New York Times author, Laura Pappano, where she describes the unparallel surge of student enrollments in massive open online courses (MOOCs) in the year 2012. This year is now dubbed as "a year of disruption" in the MOOC industry.
  • Google Classroom Launched

    Google Classroom Launched
    Google Classroom was launched on August 12th, 2014. Its creation allowed for virtual education made it easier and simpler for schools to move to technology and made learning a virtual experience. Google Classroom allowed both teachers and businesses to transition from a traditional brick-and-mortar system to a more virtual system. Google Classroom is not only free, up to a certain amount but both students and instructors are able to manipulate it quickly and easily.
  • Enhancing Education Through Technology Act of 2015

    Enhancing Education Through Technology Act of 2015
    Provides funding and resources to schools, fostering integration of digital tools into the curriculum to improve teaching and learning outcomes. Preceded by the No Child is Left Behind Act of 2001 - standards-based education, which required instructional designers to align curricula with state standards and assessment criteria.
  • Blended Learning

    Blended Learning
    Blended Learning Models are a combination of myriad approaches that leverage different modus operandi while integrating technology and other necessary tools to achieve the objectives of education. The focus is on student experience, an environment that fosters creativity and curiosity, peer collaboration that promotes group work, hands-on experience that enhances understanding and application, and flexibility that allows for individualized learning.
  • YouTube launches YouTube Kids app

    YouTube launches YouTube Kids app
    YouTube launches their app, YouTube Kids, full of features that limit and restrict content that users can access, as well as decorate their app with bright fun colors. The app limits content to four categories for kids to explore from a selection of approved content providers: Shows, Music, Learning, and Explore. The app also provides parents with additional features, like timer to limit screen time and restricting the search feature.
  • TikTok

    TikTok
    Launched in 2016 by the company ByteDance, TikTok has become one of the largest and most popular social media companies. Its videos allow users to learn knowledge from people across the world in a more informal setting.
  • Articulate 360 Authoring Tools

    Articulate 360 Authoring Tools
    Articulate was created in 2002, but it wasn't until the release of Articulate 360 in 2016 that it became one of the most essential authoring tools in instructional design and educational technology. Known for its comprehensive and user-friendly platform, Articulate 360 is widely used for creating interactive and engaging online courses, making it a top choice for instructional designers and educators. Articulate 360
  • Initial Onset of Artificial Intelligence

    Initial Onset of Artificial Intelligence
    Although AI has developed most rapidly in 2022-2024 with the onset of OpenAI and ChatGPT, artificial intelligence was first released with the abilities to recognize images and speech in 2016.
  • Duolingo Celebrated over 150 million global users

    Duolingo Celebrated over 150 million global users
    Duolingo celebrated becoming one of the most popular language learning apps, with over 150 million global users. This is the culmination of years of work on delivering education through mobile learning and the rise of gamification. It shows the importance of being able to deliver content in a way that people recognize as fun and shows a promising future for learning.
  • Deep Learning (Machine Learning)

    Deep Learning (Machine Learning)
    Deep learning, or "Machine Learning," is known as a precursor to large language models. This technology became popular in 2011; however, it ignited for education, lifestyle, and media purposes in 2018. Here are some common examples: Apple's Siri, image recognition software, and natural language processing (in dictation applications).
  • ChatGPT

    ChatGPT
    OpenAI was founded in 2015. ChatGPT's original release in 2018 and its consequently updated release in 2019 have presented numerous innovations in Artificial Intelligence and its capability to generate text, code, emails, and other content in an extremely accessible format. ChatGPT's popularity, especially in education poses questions and dilemmas regarding academic integrity in online learning contexts.
  • Covid 19 and the rise of online learning

    Covid 19 and the rise of online learning
    Following covid 19, there was an increase in the use of online and distance learning platforms. This increase sparked the creative use of innovative online learning tools as well as, an increased interest in the effectiveness of online learning. Online learning grew for k-12 students as well as university level students during and following the pandemic.
  • Modern Robotics Movement

    Modern Robotics Movement
    A readily evolving conglomerate of many fields, like engineering, art, mathematics, science, mechanics, physics, and astrophysics, just to name a few is reimaging the possibility for human advancement in technology and AI. From self-driving vehicles to robots in warehouses, labs, and space there are no limits to human endeavoring. The implications on education and the classrooms are not just limited to the dreams held in mind of the young but even evolving and ever-growing.
  • Virtual and Augmented Reality

    Virtual and Augmented Reality
    VR and AR started gaining traction in education around the mid-2010s, with increasing use in immersive learning experiences, simulations, and interactive environments. These technologies enhanced engagement and provided experiential learning opportunities in fields like medicine, engineering, and history.
  • Microcredentials

    Microcredentials
    Microcredentials emerged in the early 2010s as a way to offer flexible, targeted learning experiences that recognize specific skills or competencies. By the late 2010s and early 2020s, they became more prevalent, especially in higher education and professional development, as a way to validate and showcase skills in a rapidly changing job market.
  • Online Testing with AI and Enhanced Security

    Online Testing with AI and Enhanced Security
    In the 2020s, online testing platforms have undergone significant transformations driven by advancements such as Artificial Intelligence (AI) and enhanced security measures. AI has revolutionized online assessments by introducing adaptive testing, fair grading algorithms, and personalized feedback. There also have been improvements to security innovations, such as secure browsers, dual camera systems, and facial recognition, which have strengthened the integrity of online exams.
  • Blooket

    Blooket
    Blooket was established in 2020 by Ben Stewart. It is a web-based educational platform aimed at making learning enjoyable through the integration of games with educational content. The platform gained significant popularity during the COVID-19 pandemic, as it was well-suited for virtual learning environments, quickly attracting millions of users in classrooms globally. Blooket continues to expand by introducing new game modes and features to effectively engage students across various subjects.
  • The Emergence of AI

    The Emergence of AI
    In November 2022, OpenAI released its own AI software known as ChatGPT. While many believe it will revolutionize education, there is also fear and doubt that it will be unsuccessful, and ultimately, harmful to education. This is a brand new era for technology, and AI's capability is still evolving. (Ashley Mendoza)
  • Guns & Schools

    Guns & Schools
    Although a controversial and highly debated matter in the public arena, the impact of this horrific and grotesque phenomenon cannot be ignored or underrated. Is introducing metal detectors the solution, or gun control legislation is the only way? Should brick-and-mortar schools reimagine safety protocols, and use the latest technology and AI tools to safeguard schools, or should students perceive their PC’s as the new classroom from home?
  • Khan Academy Debuts Khanmigo

    Khanmigo is an AI-powered personal tutor and teaching assistant. It helps guide learner to answers instead of presenting them with answers right away. For teachers it can help with lesson plans, questions, rubris, etc.
    Khanmigo
  • The Emergence of Microschools

    The Emergence of Microschools
    In the post-pandemic, war-stricken, conflict-driven, and politically hyper-sensitive climate, there has been a growing emergence of micro-schools, especially in States where school of choice is considered an inherent and amendment right. Motivated by public opinion to empower families to choose the school of choice that does not conflict with their values or outright rejects and undermines them, micro-schools appear to be offering a new promise to many who thought it not possible.
  • College Board launches digital SAT

    College Board launches digital SAT
    The College Board has been administering the SAT since its debut in 1926. The exam has been paper-and-pencil until its digital debut in March 2024. This digital version provides each student with a unique, adaptive test. The sections are also shorter, and the score reports provide students with career exploration resources.