M1- 2010-2020 EdTech Timeline

  • Introduction of iPads

    Introduction of iPads
    The iPad was introduced in 2010 and used in classrooms to support student learning through note-taking, discussing texts, and completing creative projects.
  • Skype in the Classroom

    Skype in the Classroom
    This was introduced in 2011 and created the opportunity for students worldwide to interact and learn from each other via video conference. Teachers and students across the United States could then collaborate with other educators and students across the globe to improve global outreach and understanding of different cultures.
  • Chromebooks in the classroom

    Chromebooks in the classroom
    Google began introducing Chromebooks in schools. Schools use these because they are affordable, easy to use, and allow students to learn from everywhere.
  • Rise of Mobile Technology

    Rise of Mobile Technology
    The rise of mobile technology in EdTech has been shown by a significant increase in smartphone and tablet ownership among students. This has led to a growing trend of using mobile apps and platforms for learning. Many students regularly use smartphones and tablets in their personal lives, making integrating these devices into their educational experiences easy.
  • Online learning platforms: Google Classroom

    Online learning platforms: Google Classroom
    Google Classroom was released in August 2014 as a free learning management system for teachers and students. It was designed to help teachers save time by streamlining classroom activities. Teachers and students use it on Chromebooks, iPads, and other mobile devices.
  • 3D Printing

    3D Printing
    In 2015, 3D printing was utilized in media centers and art rooms to bring students' creations to life. 3D printing has numerous real-world applications and can facilitate cross-curricular connections for students.
  • AI

    AI
    AI in EdTech was primarily focused on personalized learning through adaptive learning platforms. These algorithms analyze student data to tailor content and difficulty levels based on individual needs, as seen in language learning apps like Duolingo.
  • eBooks

    eBooks
    The use of eBooks and audiobooks in classrooms and libraries continued to grow. Students can embrace technology that protects their privacy and offers access to resources beyond what most traditional libraries can provide. All of these factors contribute to the rising popularity of eBooks.
  • VR(virtual reality) and AR(augmented reality)

    VR(virtual reality) and AR(augmented reality)
    In 2018, VR and AR in EdTech gained significant traction. Educators began to explore their potential to create highly immersive and interactive learning experiences for students across various subjects. VR and AR are used mainly in science, engineering, and healthcare, allowing students to explore complex concepts virtually and manipulate 3D objects in a safe yet engaging environment.
  • BYOD (bring your own device)

    BYOD (bring your own device)
    Schools started acknowledging that technological companies are a part of our everyday lives. This realization made it easier to implement and use them to the educator's advantage. Purchasing the best devices would cost schools a ton, so a BYOD environment is a good idea to avoid school spending.
  • eLearning

    eLearning
    Due to the COVID-19 pandemic, there was a rapid shift toward remote learning and online platforms in schools. This led to a surge in video conferencing and digital content delivery while focusing on accessibility and flexible learning experiences across all educational levels.