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Introduction of Smart Tablets in Classrooms (Apple)
Tablets became largely accepted as new learning devices and built momentum when Apple released the iPad in 2010. Schools, especially near Silicone Valley quickly bought tablets for students educational use.
https://www.apple.com/mideast/education/docs/ipad-in-education-results.pdf -
National Education Technology Plan
Obama Administration creates the first National Education Technology Plan, showing the acknowledgement of the need to grow technology use in classrooms and outlining initiatives to introduce higher level ways to incorporated technology into the curriculum.
https://southblueprint.com/26298/features/the-evolution-of-technology-use-in-american-education/ -
Rise of massively multiplayer online games (MMOGs)
MMOGs allowed students to play educational games together in an all online platform. One of the first notable education games to roll out an MMOG version was Math Blaster a game first established in 1983! -
Roll out of Chromebooks
Chromebooks soon after being introduced took on the Ed Tech Field by storm, soon replacing iPads and tablets as they were easier to administer and increased student productivity due to having a keyboards, and built in access to widely used Google Products. https://edtechmagazine.com/k12/article/2012/12/why-schools-are-turning-google-chromebooks -
Zoom Releases First Public Platform
Zoom has revolutionized online learnings as students and teachers can meet synchronously via the free videoconferencing service. This has made it easy for students to see teachers for office hours or to have virtual lectures.
https://www.linkedin.com/pulse/brief-history-zoom-md-morsaline-mredha-cforc/ -
Google Classroom
Google Classroom was the first and only tool created by Google for use by teachers and students that integrated already established G-Suite features like Gmail and cloud storage. The additional benefit was the fact that the platform was free to use, allowing Google Classroom to build momentum as a popular LMS in the 2010s, or as a companion to District LMS's.
https://edtechbooks.org/onlinetools/google-classroom#:~:text=Google%20Classroom%20is%20a%20free,release%20on%20August%2012%2C%202014. -
94% of Children (3-18) had a computer at Home
Poll in 2015 found that 94% of children ages 3-18 in the United States had access to computers vs just 85% from the last poll conducted in 2010. Showing how fast computer and internet access grew in the 2010s, but still disparities found between people of more wealth and those in poverty.
https://www.edweek.org/leadership/students-home-internet-computer-access-10-numbers-to-know/2018/04#:~:text=As%20of%202015%2C%2094%20percent%20of%20U.S.,of%20children%20with%20home%20access%20to%20a -
AI Identified as Pedagogy Concern
AI was identified as a large disruptor in normalized pedagogy practices during the 2017 Gothenburg Summit by the European Commission.
https://files.eric.ed.gov/fulltext/EJ1254997.pdf -
Augmented Reality in Education
Hurix Digital releases an AR Experience to allow readers of paperback books to scan a page and experience the section in an augmented reality setting.Technologies like this are aggressively changing the educational technology environment. KITABOO AR serves as a technology increasing the availability of ebooks in a fun, budget manner.
https://www.pr.com/press-release/745702