Shan

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    Audiovisual instruction emerged using films, lantern slides, and school museums to enhance textbooks and lectures

  • School Museums Begin

    The first school museum opened in St. Louis.
  • “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.
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    Visual Instruction Movement

    The visual instruction movement expanded, with national organizations, journals, and training programs founded.
  • 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

    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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    Formative and Summative 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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    The Clark-Kozma Debate

    Questioning whether computers improve learning due to their medium or to embedded instructional methods, a discussion that continues to impact educational technology research.
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    Objectives for Programmed Instruction

    Robert Mager’s Preparing Objectives for Programmed Instruction (1962) sold over 1.5 million copies, making behavioral objectives central to instructional planning
  • 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
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    Personal computing, interactive video, and intelligent tutoring systems emerges

    Personal computing, interactive video, and constructivist tools such as Papert’s LOGO empowered learner exploration and creativity, while intelligent tutoring systems (e.g., SCHOLAR, Geometry Tutor) introduced AI-driven adaptive guidance (Papert, 1980; Anderson et al., 1985; Sleeman Brown, 1982).
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    The Introduction of Visual Communication Media

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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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    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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    Microcomputers Enter Schools

    Microcomputers entered schools; by 1983, 40% of elementary and 75% of secondary schools used them.
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    The Internet and Learning Management Systems

    Blackboard and WebCT transformed content delivery and interaction, with the theory of transactional distance emphasizing structured online learning to reduce pedagogical gaps (Moore, 1993; Weller, 2020; Bozkurt, 2020).
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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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    Internet Expansion and a Shift Toward Theoretical Foundations in Educational Technology

  • Multimedia Learning and Instructional Design

  • Bulletin Board Systems

  • Web Goes Mainstream

  • 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.
  • Computer-Mediated Communication

  • 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 Emerged

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    Online learning expanded via MOOCs and Flipped classrooms

    Online learning expanded via MOOCs and flipped classrooms, while Connectivism framed learning as a networked process, and ITS research matured with Cognitive Tutors demonstrating gains comparable to human tutoring (Siemens, 2005; Koedinger Corbett, 2006; VanLehn, 2011; Akçayır Akçayır, 2018).
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    Blended Learning, Mobile Learning, Gamification

    E-Learning
    Blended Learning
    Mobile Learning, Gamification, and Facebook
    Pedagogy
  • Blogging, Extension of the Web

  • E-Learning Standards

  • Open Educational Resources (OER)

  • Learning Management Systems

  • Video: Educational Medium

  • Web 2.0

  • Virtual Education

  • E-Portfolios

  • Twitter and Social Media

  • Augmented Reality in Education: From Experimental Trials to Widespread Classroom Integration

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    Online Learning, Integration of ICT

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    Data-driven Personalization, Learning Analytics, and AI

    Data-driven personalization, learning analytics, and AI (including affective computing and multimodal systems) extended educational technology beyond cognitive modeling.
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    Mobile Learning, Social Media, Gamification, and the Rise of MOOCs and AR/VR in Education

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

  • Gamification in Education: From Emerging Concept to Rising Research Trend

  • The Growth of Massive Open Online Courses

  • The Renaissance of Virtual Reality: From Prototype to Mainstream Adoption

  • Open Textbooks

  • The Emergence of Mixed Reality: From Academic Concept to Commercial Breakthrough with HoloLens

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    Data-driven, Smart educational technology, Big Data, and Multimodel Learning Analytics

  • Artificial Intelligence

  • Blockchain

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    Generative AI

    The COVID-19 pandemic accelerated digital and hybrid education, while AI tools such as ChatGPT became prominent in classrooms for tutoring and writing support (Bond et al., 2021; Zhou et al., 2024).