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In 2010, schools began changing policies to allow smartphones to be used in classrooms where they had been banned. This shifted the view of smartphones as a distraction to a useful device.
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eBooks increased in popularity and began to be used in education. In July 2010, James Patterson became the first author to sell 1 million eBooks.
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In 2010, AR made its way to mobile devices making it more accessible for users in classroom settings. In 2013, Google Glass was created.
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The Gamification Research Network was established in November 2010. This network was for researchers and students that were interested in studying gamification for purposes of education and other uses.
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In 2010, iPads were created. Shortly after, they became used in classrooms due to ease of use, size, and price.
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In 2012, the Oculus Rift was created for Virtual Reality. This tech has continued to evolve and become less expensive making use in classrooms more accessible.
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In 2012, Udacity developed MOOCs, Massive Open Online Courses. These were used by MIT and Harvard to make courses available to students worldwide.
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The first eBook only public library, BiblioTech, opened in 2013.
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In 2022, public concern regarding AI and programs such as ChatGPT has increased. Educators are still discussing policy changes regarding how to incorporate AI into curriculum while also being concerned about the possibility of students using it to write papers or take tests.