Shan

  • School Museums Begin

    The first school museum opened in St. Louis, marking the start of using museums for instructional media.
  • “Visual Education” Term Introduced

    The term “visual education” appeared with Keystone View Company’s teacher’s guide to slides and stereographs
  • First Instructional Films Catalog

    The first U.S. catalog of instructional films published; Rochester, NY became the first school system to adopt films for regular instruction.
  • Edison Predicts Films Replace Books

    Thomas Edison predicted films would replace books in schools within ten years.
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    Visual Instruction Movement Expands

    The visual instruction movement expanded, with national organizations, journals, and training programs founded.
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    Visual Instruction Movement Expands

    The audiovisual instruction movement emerged with advances in radio, sound recordings, and sound films.
  • Department of Visual Instruction Founded

    Three national visual instruction organizations merged into the Department of Visual Instruction (DVI), later known as AECT.
  • Visualizing the Curriculum Published

    Publication of Visualizing the Curriculum, a key textbook that influenced audiovisual education.
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    World War II: Birth of Instructional Design

    Psychologists and educators (e.g., Gagné, Briggs, Flanagan) developed training materials and testing methods for the U.S. military, laying the foundation for instructional design
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    Post-War Systematization of Training

    Organizations like the American Institutes for Research advanced task analysis and system-based training approaches, exemplified by Robert B. Miller’s work
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    WWII Training Films Boom

    Massive use of audiovisual media for military and civilian training; U.S. Army Air Force produced 400+ training films and 600 filmstrips.
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    Postwar Media Research

    Renewed school interest in audiovisual devices and the rise of media research (e.g., Lumsdaine’s studies).
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    Ford Foundation TV Funding

    Ford Foundation invested over $170 million in educational television projects.
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    Early Computer-Assisted Instruction

    Early computer-assisted instruction (CAI) projects such as PLATO and TICCIT developed but had little school impact.
  • FCC Reserves Educational TV Channels

    The U.S. FCC reserved 242 television channels for education, boosting instructional television.
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    Programmed Instruction Revolution

    B.F. Skinner’s publications introduced programmed instruction, emphasizing small steps, immediate feedback, and self-pacing—core elements of systematic instructional design
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    Sputnik and Formative Evaluation

    Sputnik’s launch triggered U.S. investment in science education. Failures of early materials led Michael Scriven (1967) to propose formative vs. summative evaluation
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    Early Instructional Design Models

    Gagné, Glaser, Silvern, Banathy, and others integrated task analysis, objectives, and testing into the first systematic instructional design models
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    Popularization of Behavioral Objectives

    Robert Mager’s Preparing Objectives for Programmed Instruction (1962) sold over 1.5 million copies, making behavioral objectives central to instructional planning
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    Criterion-Referenced Testing Movement

    Robert Glaser coined “criterion-referenced measures,” shifting testing from norm-based comparisons to mastery of specific skills—key for instructional design
  • Decline of Instructional TV Projects

    Ford Foundation shifted focus away from instructional TV; many school projects ended.
  • Gagné’s Conditions of Learning

    Robert Gagné introduced five learning domains, nine instructional events, and hierarchical task analysis, which became cornerstones of instructional design models
  • Carnegie Report: Limited TV Impact

    The Carnegie Commission reported that instructional television had little effect on education.
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    The Introduction of Visual Communication Media

    Visual Communication Media
    Television
    Emerging Theories and Adaptation
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    Shift to “Educational Technology”

    Terminology shifted from “audiovisual instruction” to educational technology or instructional technology; DVI became AECT.
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    Expansion of Models

    Over 40 models emerged (e.g., Dick Carey, Kemp, Gagné Briggs). Adoption spread across military, academia, industry, and internationally
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    Cognitive Psychology and Microcomputers

    While impact on schools was limited, cognitive psychology gained influence, and microcomputers transformed instructional design into computer-based learning
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    New Technologies and Old Debates

    New Media
    Determining the Role of Technology in
    Education
    Applying Technology Through Behaviorism
    and Cognitivism
    Naturalism Versus Rationalism
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    Microcomputers Enter Schools

    Microcomputers entered schools; by 1983, 40% of elementary and 75% of secondary schools used them.
  • Papert’s Radical Computer Prediction

    Seymour Papert predicted computers would radically change education.
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    Performance Technology & Constructivism

    The field broadened with performance technology, constructivist principles, electronic performance support systems, rapid prototyping, Internet-based distance learning, and knowledge management
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    Technology and Theory

  • Limited School Impact of Computers

    U.S. schools had on average one computer per nine students, but computers had minimal impact on instruction.
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    Internet & Digital Expansion

    Rapid rise of the Internet and digital technology in education, business, and the military; distance learning nearly doubled in higher education between 1994–1998; U.S. Army invested $600 million in Internet-based distance education.
  • Widespread School Internet Access

    Survey showed one computer per six students in U.S. schools and 90% of schools connected to the Internet.
  • Wikis

  • E-learning

  • E-learning Standards

  • Learning Objects

  • Open Educational Resources (OER)

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    Students and Technology

    E-Learning
    Blended Learning
    Mobile Learning, Gamification, and Facebook
    Pedagogy
  • : Blogs

  • The LMS

  • Video

  • Web 2.0

  • Second Life and Virtual Worlds

  • E-portfolios

  • Twitter and Social Media

  • Connectivism

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    Mobility, Connectivity, and Flexibility

    Mobile Devices in Learning
    Social Media
    Understanding Teacher Attitudes
    Gamification
    Flipped Classrooms
    MOOCs
    Augmented and Virtual Reality
  • PLE

  • MOOCS

  • Open Textbooks

  • Learning Analytics

  • Digital Badges

  • The Return of AI

  • Blockchain