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Key Events Phases in Educational Technology (2010–2020) 2010–2012: Rise of Mobile Learning Tablets
• Event: iPad release (2010) → explosion of tablets in classrooms.
• Impact: Apps like Khan Academy and Duolingo popularized self-paced learning. BYOD (Bring Your Own Device) policies began spreading in schools. -
2012–2014: MOOCs Online Learning Platforms
• Event: Massive Open Online Courses (Coursera, edX, Udacity) launched.
• Impact: Free and scalable higher education access. Shifted the perception of online learning from “optional” to “mainstream.” -
• Event: Google Classroom (2014) widespread use of cloud tools (Google Drive, Office 365).
• Impact: Real-time collaboration, easy file sharing, and increased student-teacher interaction outside the classroom. -
2016–2018: Augmented Reality (AR), Gamification
• Event: AR apps, and gamified platforms like Kahoot Quizlet Live.
• Impact: Interactive, immersive, and engaging learning. Gamification. -
• Event: AI-powered tools (adaptive learning platforms like DreamBox, personalized tutoring bots).
• Event: COVID-19 pandemic (2020) shift to Zoom, Microsoft Teams, and LMS platforms (Canvas, Blackboard, Moodle).
• Impact: Overnight transformation of education into hybrid/remote models. Accelerated the adoption of edtech permanently.