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