The Evolution of Educational Apps

  • 1924 - B.F. Skinner's "Teaching Machine"

    1924 - B.F. Skinner's "Teaching Machine"
    The invention of the teaching machine (a mechanical device designed to deliver personalized, operant conditioning-based instruction with immediate feedback) by B.F. Skinner offered a drill-and-practice approach to learning.
  • 1960’s - Computer-Aided Learning (CAL) Programs

    1960’s - Computer-Aided Learning (CAL) Programs
    Computer-Aided Learning (CAL) programs on mainframes were educational tools that utilized early computing technology to deliver interactive instructional content. These programs typically facilitated personalized learning experiences through programmed instruction, allowing students to engage with educational material and receive feedback based on their responses
  • 1980’s - 1990’s - Early Educational Software

    1980’s - 1990’s - Early Educational Software
    Early educational software ran on desktop computers, using CD-ROMs and floppy disks. Examples include "Oregon Trail" and "Math Blaster."
  • 2002 - Starfall

    2002 - Starfall
    Starfall - Website for preschoolers and kindergarteners that teaches basic English reading and writing skills by using games and phonics. Release Date: 2002 Key Features: Interactive phonics lessons, reading activities Pedagogical Approaches: Early literacy through interactive games Major Updates:
    2010 - Transitioned to mobile
  • 2007 - Quizlet

    2007 - Quizlet
    Quizlet - Web-based tool and mobile app providing learning tools for students, including flashcards, study quizzes, and games. Release Date: 2007 Key Features: Flashcards, study games, AI-driven personalized learning Pedagogical Approaches: Active recall, spaced repetition Major Updates:
    2011 - Released mobile app
    2017 - Added Quizlet Learn with AI
  • 2008 - The Apple App Store launched

    2008 - The Apple App Store launched
    The Apple App Store launched in July 2008, followed by the Google Play Store in October 2008. These platforms revolutionized software distribution.
  • 2008 - Khan Academy

    2008 - Khan Academy
    Khan Academy - Non-profit app contains high-quality educational content (initially math and science) to a global audience. Release Date: 2008 Key Features: Video tutorials, practice exercises, personalized learning dashboard Pedagogical Approaches: Self-paced learning, flipped classroom, mastery-based learning, video lectures, practice problems. Major Updates:
    2012 - Released mobile app
    2018 - Added AI-powered recommendations
  • 2010 - ABC Mouse

    2010 - ABC Mouse
    ABC Mouse - Digital education program offering children (ages 2–8) educational games, videos, puzzles, printables, and a library of regular and “read-aloud” children’s books. Release Date: 2010 Key Features: Comprehensive curriculum for early learners, interactive games Pedagogical Approaches: Play-based learning, comprehensive curriculum Major Updates:
    2012 - Released mobile app
    2019 - Added AR features
  • 2011 - ClassDojo

    2011 - ClassDojo
    ClassDojo - Online classroom management platform and app where teachers can record and track student behavior, facilitate classroom activities, curate student portfolios, and communicate. Release Date: 2011 Key Features: Classroom management tool, communication platform for teachers, students, and parents Pedagogical Approaches: Positive reinforcement, community building Major Updates:
    2015 - Added Class Story feature
    2017 - Introduced Student Stories
  • 2011 - Minecraft: Education Edition

    2011 - Minecraft: Education Edition
    Minecraft: Education Edition - Game-based learning platform that builds STEM skills, unleashes creativity, and engages students in collaboration and problem-solving. Release Date: 2011 Key Features: Interactive, collaborative, classroom management tools, coding integration, and assessment tools Pedagogical Approaches: Project-based learning, collaboration, creative problem-solving. Major Updates:
    2016 - Launched app
    2020 - Introduced chemistry curriculum within the game
  • 2012 - Duolingo

    2012 - Duolingo
    Duolingo - Gamified language learning app with bite-sized lessons and gamification elements. Release Date: 2012 Key Features: Language learning through gamified lessons, AI-driven chatbots Pedagogical Approaches: Gamification, adaptive learning, spaced repetition, micro-learning Major Updates:
    2016- Introduced "stories" feature for immersive learning.Added AI-driven chatbots
    2018 - Expanded to Duolingo for Schools
  • 2013 - Socratic by Google

    2013 - Socratic by Google
    Socratic - App that helps high school and university students understand their school work using Google’s artificial intelligence (AI) and search technologies to connect students to helpful educational resources from the web. Release Date: 2013 Key Features: AI-powered homework help, subject-specific explanations Pedagogical Approaches: AI-driven support, step-by-step explanations Major Updates:
    2018 - Acquired by Google
    2019 - Integrated AI features
  • 2013 - SeeSaw

    2013 - SeeSaw
    Seesaw - Digital platform (LMS) for teachers to assign work, engage with Pre K - 6th-grade students, and provide teacher, parent, and student feedback, among other classroom activities. Release Date: 2013 Key Features: Student portfolios, family engagement tools Pedagogical Approaches: Student-driven documentation, reflection Major Updates:
    2016 - Added creative tools
    2018 - Released Seesaw for Schools
  • 2014 - Photomath

    2014 - Photomath
    Photomath - Mobile app described as a "calculator camera" that uses the phone's camera to recognize math equations and display a step-by-step solution on the screen. Release Date: 2014 Key Features: Math problem solver utilizing mobile device camera, step-by-step explanations Pedagogical Approaches: Visual learning, immediate feedback Major Updates:
    2016 - Added handwriting recognition
    2017 - Added AI-powered step-by-step solutions
  • 2014 - Google Classroom

    2014 - Google Classroom
    Google Classroom - Free, web-based learning management system (LMS) that helps teachers and students communicate, collaborate, and share learning resources. Release Date: 2014 Key Features: Assignment distribution, grading, collaboration tools Pedagogical Approaches: Blended learning, streamlined classroom management Major Updates:
    2020 - Added integration with Google Meet
  • 2023 - Magic School AI

    2023 - Magic School AI
    Magic School AI - Tools for assisting teachers with developing lesson plans, designing assignments, generating materials, and several other tasks. Release Date:
    May 2023 Key Features: Interactive lessons, virtual tutoring, curriculum alignment, progress tracking, gamification, accessibility features Pedagogical Approaches: Collaborative learning, gamification, immediate feedback, scaffolding, technology integration Major Updates:
    May 2024 - Released MagicStudent