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Adoption of online platforms for course management and school platforms (Ex: Canvas, Schoology, Moodle, etc.)
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Chromebooks begin to appear in schools
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OER made learning accessible by offering free textbooks, videos, and lesson plans (Ex: KhanAcademy, OER Commons, OpenStax, etc.)
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Google begins implementing a classroom for students to manage assignments and grades
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Shift to using algorithms to tailor learning based on student-data (Ex: i-Ready, IXL, DreamBox, etc.)
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Minecraft is piloted and created learning environments
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Increased student motivation through game-like experiences (Ex: Kahoot!, Minecraft: Education Edition, Cool Math, ABCya, etc.)
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Amazon inspire launched as a platform for sharing OER.
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Augmented and virtual reality tools started to appear in K-12 and STEM education (Ex: Google Expeditions, NearPod, zSpace, etc.)
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Edtech platforms start to incorportate science, technology, mathematics, arts, and engineering topics.
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Covid-19 Pandemic forced schools to shift to online and distance remote learning (Ex: Zoom, Google Classroom, Canvas, etc.)