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iPad Launches
Apple releases the first iPad, sparking a shift toward tablet based learning and interactive apps in classrooms. -
Interactive Whiteboards
Schools increasingly adopt SMART Boards and Promethean Boards. -
Flipped Classroom Model
Gains traction with tools like Screencast-O-Matic and Explain Everything, allowing teachers to pre-record lessons. -
Chromebooks in Classrooms
Google Chromebooks become increasingly common in schools due to affordability and integration with Google Apps For Education. -
Minecraft in Education
Education Edition begins development, exploring game-based learning. -
Virtual Reality in Education
Google launches Google Expeditions, allowing students to take VR field trips using Google Cardboard. -
Coding Education Expands
Tools like Scratch, Tynker, and Code.org’s Hour of Code go mainstream in K-12. -
Artificial Intelligence in education
Platforms start integrating AI tutors and smart feedback mechanisms. -
Growth of AI Powered Tutors
Tools like Squirrel AI and Carnegie Learning, redefine personalized learning. -
Gamified Learning
Kahoot!, Quizizz, and Gimkit grow in use for assessment and review. -
Pandemic Accelerates EdTech
New tools emerge rapidly. ex: Loom for recorded lectures, Nearpod for interactive lessons, and Wakelet for creating resources.