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PLATO - Computer-Based Instruction
In the 1960s, American computer scientist Donald Bitzer led a team of researchers at the University of Illinois in developing the first computerized training program called PLATO (Programmed Logic for Automatic Teaching Operations). This system revolutionized the concept of computer-based learning (Etherington, 2017). -
Computer-Assisted Instruction (CAI)
In the 1980s, Computer-Assisted Instruction (CAI) became more widespread, and educators started developing multimedia educational materials for students to interact with (Bari et al., 2018). -
ARPANET
ARPANET, developed in 1966 and operational in 1969 as the precursor to the modern internet, played an indirect but significant role in the evolution of online learning (Bari et al., 2018). -
Early Online Learning
In the 1970s Universities and educational institutions started using PCs to deliver courses and educational materials to learners remotely. -
Internet & Web-based Learning
The Internet became more accessible, and educators developed web-based learning platforms and online courses (Zakon, 1998). -
BlackBoard
In 1995, Blackboard was launched. It was one of the first learning management systems (LMS) that enables educators to create and manage online courses. -
OpenCourseWare
In 1999, the Massachusetts Institute of Technology (MIT) introduced OpenCourseWare a system that provides free online access to course materials. -
Learning Management Systems (LMS)
In 2000, LMS became popular, providing a central platform for remotely managing and delivering online courses and educational materials (Zapalska &
Patel, 2002). -
Moodle
In 2002, Moodle, an open-source learning management system, was released, providing educators with a free platform for creating online courses. -
MOOC
Around the mid-2000s, the term "MOOC" was coined, referring to courses that are accessible to a large number of learners online. -
Personalized and Adaptive Learning
Learning Platforms incorporate adaptive learning technologies, tailoring content and instruction based on individual student needs. Gamification elements like badges and leaderboards are integrated into online learning experiences to enhance engagement. -
Online Learning During a Pandemic
The COVID-19 pandemic forces a rapid shift to remote learning, accelerating the adoption of online learning and technology-enhance teaching methodologies (Hodges et at., 2020).