Computers in Education Timeline

  • Apple II is introducted

    Apple II is introducted
    First microcomputer brings computing from the scientific, mathematical domain to home, school, and work settings.
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    First Phase: The computer as an object of study (1977-1982)

    Educational software introduced- Drill-and-practice educational software programs predominate.
    Educational emphasis- Emphasis is placed on computer literacy: learning about technology.
  • Hypertext

    Hypertext
    Hypermedia becomes readily accessible with the distribution of HyperCard software on Macintosh computers.
  • IBM releases the first PC

    IBM releases the first PC
    IBM releases DOS-based computers and coins the term PC, or personal computer, the new concept in computer technology
  • Increased attention

    Increased attention
    The computer is named Time magazine's "Person of the Year," the individual who has had the greatest impact on world events during the year.
  • Logo programming language

    Logo programming gains acceptance in education as a means to address students' higher-order thinking and problem-solving skills.
  • TCP/IP, SMTP, FTP, HTTP

    Standardized communications language, TCP/IP, enables communication between computers via network-the internet for the "common man" is born.
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    Second Phase: The computer as programming tool (1983-1990)

    Educational emphasis- Emphasis is placed on learning programming languages and using "programmed instruction" such as drill-and-practice software.
  • Macintosh

    Macintosh
    Apple's Macintosh introduces the terms desktop and icon into everyday language and ushers in more variety in educational software.
  • Multimedia boom

    Multimedia boom
    Multimedia PCs are developed; simulation software and gaming grow in popularity and complexity; educational databases and other types of digital media are available on CD-ROMs.
  • WWW is born

    WWW is born
    Time Berners-Lee and Robert Cailliau began using hypertext to link different kinds of information as a web of nodes, which learners could access at will.
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    Third Phase: The computer as a communication device and resource tool (1991-1996)

    Digital explosion-Technology tools grow at an exponential rate and become faster, smaller, and more powerful. Digital music, pictures, audio, video---applications of this new wave of technology---are virtually limitless. Educational emphasis- Emphasis is placed on information literacy; learning with computers. National education goals emphasize the acquisition of computer hardware and the development of network infrastructure.
  • Mosaic released

    Mosaic released
    The release of Mosaic, a browser with a graphical user interface (GUI), changes the look of Internet communications. "Surfing the web" becomes commonplace.
  • White House goes online

    White House goes online
    President Clinton's administration develops www.whitehouse.gov. This heralds a new frontier in website development, with an abundance of educational sites for children.
  • Windows OS released

    Windows OS released
    Microsoft releases the Windows 95 operating system. Toy Story is released, the first feature-length movie that is entirely computer-generated.
  • First Ed Tech plan, First national "Net Day"

    First Ed Tech plan, First national "Net Day"
    The first U.S. National Education Technology Plan is developed. Volunteers help wire local schools for Internet access and local area network (LAN) infrastructure.
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    Fourth Phase: The computer as learning and social tool (1997-2009)

    Educational emphasis-Emphasis is placed on ICT literacy: Foundational information, communication, and productivity skills remain consistent while tools continue to change. Technology becomes a tool for solving educational problems.
    Emphasis is also placed on literacy with and through technology, using technology as a learning tool to enable students to master 21st-century skills such as critical thinking, complex problem solving, collaboration, and multimedia communication.
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    Fourth Phase (Cont.): Web 2.0/Anywhere/anytime learning

    Web 2.0- Teachers and students move from being consumers to becoming creators of online content using wikis, blogs, and other social networking tools. Anywhere/anytime learning-Teaching and learning move outside the classroom to include online and hybrid courses, delivered via learning management systems, as well as mobile learning opportunities using smartphones, netbooks, and tablet computers.
  • Ubiquitous, mobile computing

    Ubiquitous, mobile computing
    A continued shift to accessing content on mobile devices such as smartphones and tablets was fueled in part by the release of the popular iPad tablet in 2010, with an increased interest in harnessing the power of devices connected through the Internet of Things (IoT) for educational purposes.
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    Fifth Phase: Technology-enabled learning (2010-present)

    Emphasis on harnessing the power of technology to enhance pedagogy- Anytime, anywhere access to learning materials increases potential for schools to offer blended learning, flipped classroom, and other similar models that combine online and face to face learning experiences. Competency-based models begin to replace the concept of "seat time," leveraging flexible access to personalized learning opportunities for students, leading to more student-driven curricula.
  • Renewed interest in programming skills

    Renewed interest in programming skills
    In 2013, the Hour of Code organization (code.org) was established and dedicated to making computer programming accessible to all.
  • Increased emphasis on design and associated thinking skills

    Increased emphasis on design and associated thinking skills
    STEM labs in schools begin to be used in support of the maker movement. U.S. President Barack Obama hosted a maker faire at the White House in 2014. Inexpensive digital tools for "tinkering" and programming, including microcontroller platforms, programmable robots, gaming platforms for kids, as well as 3-D printers, become prevalent. Increased emphasis on "design thinking" leads to the establishment of design labs in schools.