The History of Educational Technology in the 20th Century

  • The Hornbook

    The Hornbook
    This device was used in the 1600's to teach consonants, vowels and the alphabet. It was also used in religious studies to teach the Lord's Prayer. The lesson material was laminated to prevent damage from everyday use.
  • Slide Rule

    Slide Rule
    This instrument was initially designed for use by scientist and engineers. It was eventually used in the classroom for mathematics and physics. It is the precursor to electronic and graphing calculators.
  • Slates and chalk

    Slates and chalk
    Slates were small blackboards that could be written on with chalk. Students used these in classrooms to learn and write down information, equations and solve problems. However, in order to write down something new, the information would need to be erased.
  • Typewriter

    Typewriter
    The first typewriter was introduced in 1873 by Christopher L. Sholes. It also debuted the QWERTY Keyboard. This system is still used today on keyboards and devices in the classroom.
  • Notebooks and Pencils

    Notebooks and Pencils
    The mass production of notebooks and pencils made the hand-held slate boards obsolete. This was revolutionary as now paper could be saved for later studies as opposed to being wiped away. Students now also could adequately review the materials versus just trying to commit them to memory.
  • Stereoscope

    Stereoscope
    This invention allowed for 3D imagery to be shown to students in the classroom. This brought the world to the classroom. The images were of real things and people both past and present.
  • Moving Pictures

    Moving Pictures
    The invention of moving pictures revolutionized visual learning in the classrooms. The production of silent films allowed for the observation of 3D imagery. Students could now conceptualize and visualize their learning.
  • Radio

    Radio
    The radio revolutionized distance learning. It allowed for lectures and lessons to be broadcasted to students. Some universities even had their own broadcasting stations to broadcast information to students.
  • Filmstrip Projector

    Filmstrip Projector
    Used until the 2000's, the filmstrip projector was a staple in the classroom. It used celluloid film to project images for students. This visual aid enhanced the conceptualization of information presented in class in forms of diagrams and images.
  • Overhead Projector

    Overhead Projector
    The military spent a lot of money to research and invent the overhead projector. It was initially used to train soldiers who were bound for battle in Europe during WWII. This technology eventually made its way to the classrooms and aided in the delivery of classroom lectures and diagrams.
  • Constructivist Theory

    Constructivist Theory
    This theory was pioneered by John Dewey. Constructivist Theory allows for students to construct their own viewpoints on the world and emphasizes one's learning initiative. Its implementation in educational technology is seen in the creation of educational games, multimedia development and dynamic online interactions.
  • Mimeograph

    Mimeograph
    This invention allowed for easy production and distribution of copies for the classrooms. This eased the cost on students as not everyone could afford a textbook. This was an early preset to the photocopier.
  • Theory of Multiple Intelligences

    Theory of Multiple Intelligences
    This theory is based on the idea that every individual has his or her own intelligence. Developed by Howard Gardner in 1943, the theory of multiple intelligence attracted educators because of its unique approach to education. Learning and instruction can increase in efficacy when they are tailored to specific learning styles for the individual students.
  • Behavior Theory

    Behavior Theory
    Innovated by Ivan Pavlov and further developed by B.F. Skinner, Behavior theory influences educational technology and its advancements. External stimulation can influence behaviors along with rewards and punishment. Behaviorism is implemented in programmatic instruction and applied in computing-assisted-instruction in educational technology.
  • Learning Labs

    Learning Labs
    Learning labs were initially used to train troops in foreign languages. These became popular in foreign language instructional classrooms. Students would listen to instructionals in a different language and practice mastery through repetition.
  • Headphones

    Headphones
    Headphones were installed at listening stations in the classroom. These stations allowed for students to review lessons to reinforce concepts. Headphones also aided in Listening labs with the learning of foreign languages through repetition.
  • Skinner Learning Machine

    Skinner Learning Machine
    This innovative invention allowed for teachers to prepare their learning materials in advance. Students would then have the opportunity to learn at their own pace. This invention began the age of awareness of different learning styles and paces for different individuals.
  • Photocopier

    Photocopier
    Xerox introduced the first photocopier machine in the late 1950's. Introducing this into the classroom, teachers could now create copies for lessons faster and more efficiently. This resulted in the mimeograph machine becoming obsolete.
  • Liquid Paper

    Liquid Paper
    A classroom favorite, Liquid paper was invented by a secretary in her kitchen! This correction fluid allowed individuals to disguise mistakes by whiting them out without having to start all over again. Liquid paper is a staple in educational settings for both teachers and students.
  • Microfilm Viewer

    Microfilm Viewer
    In the 1960's, the microfilm viewer was introduced to educational settings. It was used in libraries for students to view filmstrips individually at their own pace. It contributed to refine the way students conducted research.
  • Television

    Television
    Educational technology with television was popularized in the 1960's. With the production of shows like Sesame Street, children watched familiar characters and learned educational content as well. Students now learned from shows on television.
  • Theory of Diffusion of Innovations

    Theory of Diffusion of Innovations
    This theory is primarily applied in educational technology training. It is grounded in the basis of acceptance of innovation. Its pioneer, Everett M. Rodgers, categorizes people according to their degree of acceptance of innovation: innovators, early adopters, early followers, late followers and laggerds.
  • Cognitive Theory

    Cognitive Theory
    Cognitive theory deals with the ability of the human mind to process and utilize received information at different developmental stages. Jean Piaget is credited with the development of the cognitive theory. It is used in education to develop students' capabilities to think creatively, analyze information and solve problems through computer assisted instruction.
  • Calculator

    Calculator
    Handheld calculators made their debut in classrooms during the 1970's. Controversial in its use, the calculator was used to compute basic mathematical operations such as multiplication, long division and addition. Many were weary of its use in classroom as they feared the loss of basic math skills.
  • The Scantron

    The Scantron
    The Scranton machine revolutionized the classroom for both teachers and students. The device was first introduced in the 1970's and allowed for faster grading for teachers with its preset marking and easy answer sheets. This device is still used today, saving educators time with multiple choice grading.
  • Dual-Coding Theory

    Dual-Coding Theory
    According to this theory, people are able to acquire information primarily through visual and auditory channels. It is proposed that information received both through visual and auditory channels results in more effective learning. This theory is applied in multimedia learning and information-processing research.
  • Minnesota Educational Consortium

    Minnesota Educational Consortium
    The MEC was founded in 1973. This organization immersed itself into classrooms through games such as Oregon Trail and Lemonade Stand. These games taught students about pioneer life in the 19th century and creating business models respectively.
  • Experiential Learning Theory

    Experiential Learning Theory
    Experiential Learning Theory emphasizes the importance of experience in learning. The primary basis of this theory surrounds the individual learner's learning participation and their experiences. This type of learning is popularized in educational media learning outlets that provide immediate feedback and necessary help to support students learning.
  • Script Theory

    Script Theory
    Initially used to explain language processing, the script theory was later used to understand story-comprehension. Using "scripts" ingrained in memory, people are able to use their personal experiences and apply them to address situations and solve problems. This theory has greatly influenced the development of educational computing programs and the organization of instructions.
  • The Apple II

    The Apple II
    The Apple II desktop was released in 1977. It allowed students to learn through interaction with computer games. Using floppy discs, students were able to learn subjects such as geography and math.
  • Symbol System Theory

    Symbol System Theory
    Gavriel Saloman proposed this theory to explain the influence of media on learning. Different media systems pose different influences on an individual's learning efficacy. This has been very effective in the development of multimedia computation.
  • Elaboration Theory

    Elaboration Theory
    This theory proposes the organization of content and processes from simple to complex. This improves the effectiveness of instruction for the students while providing them with structure. This theory is applied in the development of educational software and the instructional design of contents and strategies.
  • Personal Computer

    Personal Computer
    In the early 1980's IBM introduced the first personal computer. The Plato computer was introduced to classrooms. It was used as a learning instrument as well as to compute assignments and eventually replaced typewriters.
  • CD-ROM

    CD-ROM
    The CD-ROM revolutionized the way information was processed and stored in classrooms. This device increased the accessibility of information for students. With the CD-ROM, students were now able to store video, audio and education materials on a single disk, paving the way for flash drive storage.
  • Mavis Beacon Teaches Typing

    Mavis Beacon Teaches Typing
    Developed in 1985, this teaching tool was very popular in schools. Using a number of games, it would teach students how to type and type fast. It was equipped to record and track a student's typing progress.
  • PowerPoint

    PowerPoint
    PowerPoint was created in 1987 as the "presenter" software by Apple. It was later bought by Microsoft. This revolutionized the way teachers and students presented their projects and lectures with new graphics and the introduction of slides.
  • Laptop

    Laptop
    Laptops were introduced to educational settings in 1988. Teachers used them for presentations and demonstrations. Due to cost, laptops were not common in households at that time.
  • Situated Cognition Theory

    Situated Cognition Theory
    This theory proposes that a person's learning efficacy is strongly related to their learning context and cultural background. One's social environment is critical to their behavior and can be influenced by community life and social practice. This is most applied in the scenario simulations presented in educational games.
  • Cognitive Flexibility Theory

    Cognitive Flexibility Theory
    This Theory holds its basis in Cognitive Theory. Rando Spiro believed that learning requires a specific environment but also informational support form various avenues. This theory influenced network technologies and has been popularized in fields such as medicine and public health.
  • Anchored Instruction Theory

    Anchored Instruction Theory
    This theory emphasizes technology-based learning. Using real word context and problems, students work through a series of technological patterns and games to learn specific lessons using the real world contexts and problems. Reality is referred to as the anchor while solving the problems is referred to as casting the anchor.
  • Internet

    Internet
    In the 1990's the internet was available to the public. Prior to its introduction to classrooms, it was used by NASA, the military and other governmental agencies. The internet was initially a very slow connection, however as it began to pose useful, improvements were made.
  • Distribution Cognition Theory

    Distribution Cognition Theory
    This theory proposes that knowledge acquired is not dependent on individual effort but rather on others, the surrounding and the learning tools. The process of cognitive development can be distributed among members of a social group. This theory is most applied in distant education and collaborative learning tools.
  • Interactive Whiteboard

    Interactive Whiteboard
    The interactive whiteboard began replacing blackboards in the 1990's. This process took sometime as many were not familiar with how to use the technology in a learning setting. Today, classrooms all around the world have interactive whiteboards installed.
  • GOOGLE

    GOOGLE
    In 1997, Google was created to make searching the web more easy and efficient. This enhanced the research component of educational programs. Students could now more efficiently find information for projects, papers and assignments.
  • Wikipedia

    Wikipedia
    The very first Wikipedia site was created in the late 1990's. It allowed everyday people to create content and add information visible for others to see on a platform. This started the new age of information sharing and access.
  • Flipped Classroom

    Flipped Classroom
    Flipped classroom structures revolutionized the delivery and efficacy structure of learning. Class time is spent on answering questions, discussions and interaction-based learning scenarios as opposed to lecturing. This allows for more 1-on-1 help and for a more student paced learning environment.
  • Study Blue

    Study Blue
    Study Blue is a mobile app that allows one to access all their study materials at the click of a button. With interactive flashcards, stored notes and study materials, Study Blue allows for on-the-go access to content for students to review. It also poses an interactive side where students can socialize with others studying similar content.
  • Flashnotes

    Flashnotes
    Flashnotes is an online system that motivates students to take notes during class to generate profit. The site was create to generate a resource pool that benefited all students but also rewarded the best note takers with the most business and income. This system enhances the knowledge available to students while also ensuring that the information is of great quality.
  • Chromebooks

    Chromebooks
    With the rising cost of laptops and iPads, the introduction of the simple Chromebook reinvigorated the tech tool world of education. A less expensive alternative to iPads, Chromebooks have become a classroom favorite for multi-distribution. They offer simple and easy controls for restrictions with school networks.
  • Lore

    Lore
    This startup took social media networking and implemented it into a platform for classrooms. Lore allows for teachers and students to communicate, follow one another, share class notes, upload documents and even an option for grading. Students get to use more modern forms of networking with Lore as social media but it is formal enough to not interfere with personal life and choices.