Recent from talks
Nothing was collected or created yet.
Educational technology
View on Wikipedia
This article may incorporate text from a large language model. (October 2025) |

| Educational research |
|---|
| Disciplines |
| Curricular domains |
| Methods |
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning and teaching.[1][2][3] When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology.[4][5][6] In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."[4]
In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science.[7] It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used.
Definition
[edit]The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources".[8] It denotes instructional technology as "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning".[9][10][11] As such, educational technology refers to all valid and reliable applied education sciences, such as equipment, as well as processes and procedures that are derived from scientific research, and in a given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology. Educational technology is the process of integrating technology into education in a positive manner that promotes a more diverse learning environment and a way for students to learn how to use technology as well as their common assignments.
Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology:
- Educational technology as the theory and practice of educational approaches to learning.
- Educational technology as technological tools and media, for instance massive online courses, that assist in the communication of knowledge, and its development and exchange. This is usually what people are referring to when they use the term "edtech".
- Educational technology for learning management systems (LMS), such as tools for student and curriculum management, and education management information systems (EMIS).
- Educational technology as back-office management, such as training management systems for logistics and budget management, and Learning Record Store (LRS) for learning data storage and analysis.
- Educational technology itself as an educational subject; such courses may be called "computer studies" or "information and communications technology (ICT)".[12]
Related terms
[edit]
Educational technology is an inclusive term for both the material tools and processes, and the theoretical foundations for supporting learning and teaching. Educational technology is not restricted to advanced technology but is anything that enhances classroom learning in the utilization of blended, face-to-face, or online learning.[13]
An educational technologist is someone who is trained in the field of educational technology. Educational technologists try to analyze, design, develop, implement, and evaluate processes and tools to enhance learning.[14] While the term educational technologist is used primarily in the United States, learning technologist is a synonymous term used in the UK[15] as well as Canada.
In addition, the development of educational technology varies greatly in different regions. There is research pointed out that in China, modern educational technology has gone through different stages of development under the guidance of strong national policies, showing that the local environment can determine how educational technology is integrated into teaching.[16]
Modern electronic educational technology is an important part of society today.[17] Educational technology encompasses e-learning, instructional technology, information and communication technology (ICT) in education, edtech, learning technology, multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer managed instruction, computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI),[18] internet-based training (IBT), flexible learning, web-based training (WBT), online education, digital educational collaboration, distributed learning, computer-mediated communication, cyber-learning, and multi-modal instruction, virtual education, personal learning environments, networked learning, virtual learning environments (VLE) (which are also called learning platforms), m-learning, and digital education.[19]
Each of these numerous terms has had its advocates, who point up potential distinctive features.[20] However, many terms and concepts in educational technology have been defined nebulously. For example, Singh and Thurman cite over 45 definitions for online learning.[21] Moreover, Moore saw these terminologies as emphasizing particular features such as digitization approaches, components, or delivery methods rather than being fundamentally dissimilar in concept or principle.[20] For example, m-learning emphasizes mobility, which allows for altered timing, location, accessibility, and context of learning; nevertheless, its purpose and conceptual principles are those of educational technology.[20]
In practice, as technology has advanced, the particular "narrowly defined" terminological aspect that was initially emphasized by name has blended into the general field of educational technology.[20] Initially, "virtual learning" as narrowly defined in a semantic sense implied entering an environmental simulation within a virtual world, for example in treating posttraumatic stress disorder (PTSD).[22][23] In practice, a "virtual education course" refers to any instructional course in which all, or at least a significant portion, is delivered by the Internet. "Virtual" is used in that broader way to describe a course that is not taught in a classroom face-to-face but "virtually" with people not having to go to the physical classroom to learn. Accordingly, virtual education refers to a form of distance learning in which course content is delivered using various methods such as course management applications, multimedia resources, and videoconferencing.[24] Virtual education and simulated learning such as games or dissections, inspire students to connect classroom content to authentic situations.[25]
Educational content, pervasively embedded in objects, is all around the learner, who may not even be conscious of the learning process.[26] The combination of adaptive learning, using an individualized interface and materials, which accommodate to an individual, who thus receives personally differentiated instruction, with ubiquitous access to digital resources and learning opportunities in a range of places and at various times, has been termed smart learning.[27][28][29] Smart learning is a component of the smart city concept.[30][31]
History
[edit]
Helping people and children learn in ways that are easier, faster, more accurate, or less expensive can be traced back to the emergence of very early tools, such as paintings on cave walls.[32][33] Various types of abacus have been used. Writing slates and blackboards have been used for at least a millennium.[34] Since their introduction, books and pamphlets have played a prominent role in education. From the early twentieth century, duplicating machines such as the mimeograph and Gestetner stencil devices were used to produce short copy runs (typically 10–50 copies) for classroom or home use. The use of media for instructional purposes is generally traced back to the first decade of the 20th century[35] with the introduction of educational films (the 1900s) and Sidney Pressey's mechanical teaching machines (1920s).

In the mid-1960s, Stanford University psychology professors, Patrick Suppes and Richard C. Atkinson, experimented with using computers to teach arithmetic and spelling via Teletypes to elementary school students in the Palo Alto Unified School District in California.[36][37]
Online education originated from the University of Illinois in 1960. Although the internet would not be created for another decade, students were able to access class information with linked computer terminals. Online learning emerged in 1982 when the Western Behavioral Sciences Institute in La Jolla, California, opened its School of Management and Strategic Studies. The school employed computer conferencing through the New Jersey Institute of Technology's Electronic Information Exchange System (EIES) to deliver a distance education program to business executives.[38] Starting in 1985, Connected Education offered the first totally online master's degree in media studies, through The New School in New York City, also via the EIES computer conferencing system.[39][40][41] Subsequent courses were offered in 1986 by the Electronic University Network for DOS and Commodore 64 computers. In 2002, MIT began providing online classes free of charge. As of 2009[update], approximately 5.5 million students were taking at least one class online. Currently, one out of three college students takes at least one online course while in college. At DeVry University, out of all students that are earning a bachelor's degree, 80% earn two-thirds of their requirements online. Also, in 2014, 2.85 million students out of 5.8 million students that took courses online, took all of their courses online. From this information, it can be concluded that the number of students taking classes online is on a steady increase.[42][43]
In 1971, Ivan Illich published a hugely influential book, Deschooling Society, in which he envisioned "learning webs" as a model for people to network the learning they needed. The 1970s and 1980s saw notable contributions in computer-based learning by Murray Turoff and Starr Roxanne Hiltz at the New Jersey Institute of Technology[44] as well as developments at the University of Guelph in Canada.[45] In the UK, the Council for Educational Technology supported the use of educational technology, in particular administering the government's National Development Programme in Computer Aided Learning[46] (1973–1977) and the Microelectronics Education Programme (1980–1986).
Videoconferencing was an important forerunner to the educational technologies known today. This work was especially popular with museum education. Even in recent years, videoconferencing has risen in popularity to reach over 20,000 students across the United States and Canada in 2008–2009. Disadvantages of this form of educational technology are readily apparent: image and sound quality are often grainy or pixelated; videoconferencing requires setting up a type of mini-television studio within the museum for broadcast; space becomes an issue; and specialized equipment is required for both the provider and the participant.[47]
The Open University in Britain[45] and the University of British Columbia (where Web CT, now incorporated into Blackboard Inc., was first developed) began a revolution of using the Internet to deliver learning,[48] making heavy use of web-based training, online distance learning, and online discussion between students.[49] Practitioners such as Harasim (1995)[50] put heavy emphasis on the use of learning networks.
By 1994, the first online high school had been founded. In 1997, Graziadei described criteria for evaluating products and developing technology-based courses that include being portable, replicable, scalable, affordable, and having a high probability of long-term cost-effectiveness.[51]
Improved Internet functionality enabled new schemes of communication with multimedia or webcams. The National Center for Education Statistics estimates the number of K-12 students enrolled in online distance learning programs increased by 65% from 2002 to 2005, with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback.
According to a 2008 study conducted by the U.S. Department of Education, during the 2006–2007 academic year, about 66% of postsecondary public and private schools participating in student financial aid programs offered some distance learning courses; records show 77% of enrollment in for-credit courses with an online component.[52] In 2008, the Council of Europe passed a statement endorsing e-learning's potential to drive equality and education improvements across the EU.[53]
Computer-mediated communication (CMC) is between learners and instructors, mediated by the computer. In contrast, CBT/CBL usually means individualized (self-study) learning, while CMC involves educator/tutor facilitation and requires the scalarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks.
Students growing up in this digital age have extensive exposure to a variety of media.[54] Major high-tech companies have funded schools to provide them with the ability to teach their students through technology.[55]
2015 was the first year that private nonprofit organizations enrolled more online students than for-profits, although public universities still enrolled the highest number of online students. In the fall of 2015, more than 6 million students enrolled in at least one online course.[56]
In 2020, due to the COVID-19 pandemic, many schools across the world were forced to close, which left more and more grade-school students participating in online learning, and university-level students enrolling in online courses to enforce distance learning.[57][58] Organizations such as Unesco have enlisted educational technology solutions to help schools facilitate distance education.[59] The pandemic's extended lockdowns and focus on distance learning has attracted record-breaking amounts of venture capital to the ed-tech sector.[60] In 2020, in the United States alone, ed-tech startups raised $1.78 billion in venture capital spanning 265 deals, compared to $1.32 billion in 2019.[61]
Theory
[edit]Behaviorism
[edit]This theoretical framework was developed in the early 20th century based on animal learning experiments by Ivan Pavlov, Edward Thorndike, Edward C. Tolman, Clark L. Hull, and B.F. Skinner. Many psychologists used these results to develop theories of human learning, but modern educators generally see behaviorism as one aspect of a holistic synthesis. Teaching in behaviorism has been linked to training, emphasizing animal learning experiments. Since behaviorism consists of the view of teaching people how to do something with rewards and punishments, it is related to training people.[62]
B.F. Skinner wrote extensively on improvements in teaching based on his functional analysis of verbal behavior[63][64] and wrote "The Technology of Teaching",[65][66] an attempt to dispel the myths underlying contemporary education as well as promote his system he called programmed instruction. Ogden Lindsley developed a learning system, named Celeration, which was based on behavior analysis but substantially differed from Keller's and Skinner's models.
Cognitivism
[edit]Cognitive science underwent significant change in the 1960s and 1970s to the point that some described the period as a "cognitive revolution", particularly in reaction to behaviorism.[67] While retaining the empirical framework of behaviorism, cognitive psychology theories look beyond behavior to explain brain-based learning by considering how human memory works to promote learning. It refers to learning as "all processes by which the sensory input is transformed, reduced, elaborated, stored, recovered, and used" by the human mind.[67][68] The Atkinson-Shiffrin memory model and Baddeley's working memory model were established as theoretical frameworks. Computer science and information technology have had a major influence on cognitive science theory. The cognitive concepts of working memory (formerly known as short-term memory) and long-term memory have been facilitated by research and technology from the field of computer science. Another major influence on the field of cognitive science is Noam Chomsky. Today researchers are concentrating on topics like cognitive load, information processing, and media psychology. These theoretical perspectives influence instructional design.[69]
There are two separate schools of cognitivism, and these are the cognitivist and social cognitivist. The former focuses on the understanding of the thinking or cognitive processes of an individual while the latter includes social processes as influences in learning besides cognition.[70] These two schools, however, share the view that learning is more than a behavioral change but is rather a mental process used by the learner.[70]
Constructivism
[edit]Educational psychologists distinguish between several types of constructivism: individual (or psychological) constructivism, such as Piaget's theory of cognitive development, and social constructivism. This form of constructivism has a primary focus on how learners construct their own meaning from new information, as they interact with reality and with other learners who bring different perspectives. Constructivist learning environments require students to use their prior knowledge and experiences to formulate new, related, and/or adaptive concepts in learning.[71] Under this framework, the role of the teacher becomes that of a facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught. Jonassen (1997) suggests "well-structured" learning environments are useful for novice learners and that "ill-structured" environments are only useful for more advanced learners.[2] Educators utilizing a constructivist perspective may emphasize an active learning environment that may incorporate learner-centered problem-based learning, project-based learning, and inquiry-based learning, ideally involving real-world scenarios, in which students are actively engaged in critical thinking activities. An illustrative discussion and example can be found in the 1980s deployment of constructivist cognitive learning in computer literacy, which involved programming as an instrument of learning.[72]: 224 LOGO, a programming language, embodied an attempt to integrate Piagetian ideas with computers and technology.[72][73] Initially there were broad, hopeful claims, including "perhaps the most controversial claim" that it would "improve general problem-solving skills" across disciplines.[72]: 238 However, LOGO programming skills did not consistently yield cognitive benefits.[72]: 238 It was "not as concrete" as advocates claimed, it privileged "one form of reasoning over all others", and it was difficult to apply the thinking activity to non-LOGO-based activities.[74] By the late 1980s, LOGO and other similar programming languages had lost their novelty and dominance and were gradually de-emphasized amid criticisms.[75]
Practice
[edit]The extent to which e-learning assists or replaces other learning and teaching approaches is variable, ranging on a continuum from none to fully online distance learning.[76][77] A variety of descriptive terms have been employed (somewhat inconsistently) to categorize the extent to which technology is used. For example, "hybrid learning" or "blended learning" may refer to classroom aids and laptops, or may refer to approaches in which traditional classroom time is reduced but not eliminated, and is replaced with some online learning.[78][79] "Distributed learning" may describe either the e-learning component of a hybrid approach, or fully online distance learning environments.[76] However, it is worth noting that their implementation and effectiveness may vary greatly in different regions, especially in developing countries. Factors such as infrastructure limitations, Internet access, teacher digital literacy, and policy support may affect the degree to which technology is actually integrated into the classroom. For example, how the development and application of modern educational technology in China were significantly influenced by national policies and local conditions at different stages, which shows that the adoption of blended learning and e-learning is not a uniform process around the world and may face challenges in terms of equitable access and effective use.[16]
Synchronous and asynchronous
[edit]E-learning may either be synchronous or asynchronous. Synchronous learning occurs in real-time, with all participants interacting at the same time. In contrast, asynchronous learning is self-paced and allows participants to engage in the exchange of ideas or information without the dependency on other participants' involvement at the same time.[80]
Synchronous learning refers to exchanging ideas and information with one or more participants during the same period. Examples are face-to-face discussion, online real-time live teacher instruction and feedback, Skype conversations, and chat rooms or virtual classrooms where everyone is online and working collaboratively at the same time. Since students are working collaboratively, synchronized learning helps students become more open-minded because they have to actively listen and learn from their peers. Synchronized learning fosters online awareness and improves many students' writing skills.[81]
Asynchronous learning may use technologies such as learning management systems, email, blogs, wikis, and discussion boards, as well as web-supported textbooks,[82] hypertext documents, audio[83] video courses, and social networking using web 2.0. At the professional educational level, training may include virtual operating rooms. Asynchronous learning is beneficial for students who have health problems or who have childcare responsibilities. They have the opportunity to complete their work in a low-stress environment and within a more flexible time frame.[49] In asynchronous online courses, students are allowed the freedom to complete work at their own pace. Being non-traditional students, they can manage their daily life and school and still have the social aspect. Asynchronous collaborations allow the student to reach out for help when needed and provide helpful guidance, depending on how long it takes them to complete the assignment. Many tools used for these courses are but are not limited to: videos, class discussions, and group projects.[84]
An empirical study on distance education in Mexico pointed out that although distance learning has improved learning flexibility and self-management opportunities, it also faces challenges such as insufficient equipment, unstable network, limited digital skills of teachers, and reduced student learning motivation.[85] The study also found that most students still prefer face-to-face learning, indicating that educational technology is not applicable in all situations, especially in countries with large socioeconomic disparities, and the fairness and feasibility of distance learning need to be carefully evaluated.[85]
Linear learning
[edit]Computer-based training (CBT) refers to self-paced learning activities delivered on a computer or handheld devices such as a tablet or smartphone. CBT initially delivered content via CD-ROM, and typically presented content linearly, much like reading an online book or manual.[86] For this reason, CBT is often used to teach static processes, such as using software or completing mathematical equations. Computer-based training is conceptually similar to web-based training (WBT), which is delivered via Internet using a web browser.
Assessing learning in a CBT is often by assessments that can be easily scored by a computer such as multiple-choice questions, drag-and-drop, radio button, simulation, or other interactive means. Assessments are easily scored and recorded via online software, providing immediate end-user feedback and completion status. Users are often able to print completion records in the form of certificates.[86]
CBTs provide learning stimulus beyond traditional learning methodology from textbook, manual, or classroom-based instruction. CBTs can be a good alternative to printed learning materials since rich media, including videos or animations, can be embedded to enhance learning.[86]
However, CBTs pose some learning challenges. Typically, the creation of effective CBTs requires enormous resources. The software for developing CBTs is often more complex than a subject matter expert or teacher is able to use.[86]
Collaborative learning
[edit]Computer-supported collaborative learning (CSCL) uses instructional methods designed to encourage or require students to work together on learning tasks, allowing social learning. CSCL is similar in concept to the terminology, "e-learning 2.0" and "networked collaborative learning" (NCL).[87] With Web 2.0 advances, sharing information between multiple people in a network has become much easier and use has increased.[86][88]: 1 [89] One of the main reasons for its usage states that it is "a breeding ground for creative and engaging educational endeavors."[88]: 2 Learning takes place through conversations about content and grounded interaction about problems and actions. This collaborative learning differs from instruction in which the instructor is the principal source of knowledge and skills.[86] The neologism "e-learning 1.0" refers to direct instruction used in early computer-based learning and training systems (CBL). In contrast to that linear delivery of content, often directly from the instructor's material, CSCL uses social software such as blogs, social media, wikis, podcasts, cloud-based document portals, discussion groups and virtual worlds.[90] This phenomenon has been referred to as Long Tail Learning.[91] Advocates of social learning claim that one of the best ways to learn something is to teach it to others.[91] Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education. Mobile-assisted language learning (MALL) is the use of handheld computers or cell phones to assist in language learning.
Collaborative apps allow students and teachers to interact while studying. Apps are designed after games, which provide a fun way to revise. When the experience is enjoyable, the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve.[92]
Classroom 2.0 refers to online multi-user virtual environments (MUVEs) that connect schools across geographical frontiers. Known as "eTwinning", computer-supported collaborative learning (CSCL) allows learners in one school to communicate with learners in another that they would not get to know otherwise,[93][94] enhancing educational outcomes[95] and cultural integration.
Further, many researchers distinguish between collaborative and cooperative approaches to group learning. For example, Roschelle and Teasley (1995) argue that "cooperation is accomplished by the division of labor among participants, as an activity where each person is responsible for a portion of the problem solving", in contrast with collaboration that involves the "mutual engagement of participants in a coordinated effort to solve the problem together."[96]
Social technology, and social media specifically, provides avenues for student learning that would not be available otherwise. For example, it provides ordinary students a chance to exist in the same room as, and share a dialogue with researchers, politicians, and activists. This is because it vaporizes the geographical barriers that would otherwise separate people.[97] Simplified, social media gives students a reach that provides them with opportunities and conversations that allow them to grow as communicators.[98]
Social technologies like Twitter can provide students with an archive of free data that goes back multiple decades. Many classrooms and educators are already taking advantage of this free resource—for example, researchers and educators at the University of Central Florida in 2011 used Tweets posted relating to emergencies like Hurricane Irene as data points, in order to teach their students how to code data.[99][100] Social media technologies also allow instructors the ability to show students how professional networks facilitate work on a technical level.[101]
Flipped classroom
[edit]This is an instructional strategy where the majority of the initial learning occurs first at home using technology. Then, students will engage with higher-order learning tasks in the classroom with the teacher.[102] Often, online tools are used for the individual at-home learning, such as: educational videos, learning management systems, interactive tools, and other web-based resources.[103][104] Some advantages of flipped learning include improved learning performance, enhanced student satisfaction and engagement, flexibility in learning, and increased interaction opportunities between students and instructors.[105][106][107] On the other hand, the disadvantages of flipped learning involve challenges related to student motivation, internet accessibility, quality of videos, and increased workload for teachers.[108][109]
Technologies
[edit]
Numerous types of physical technology are currently used:[110][111] digital cameras, video cameras, interactive whiteboard tools, document cameras, electronic media, and LCD projectors. Combinations of these techniques include blogs, collaborative software, ePortfolios, and virtual classrooms.[112]
The current design of this type of application includes the evaluation through tools of cognitive analysis that allow one to identify which elements optimize the use of these platforms.[113]
Audio and video
[edit]Video technology[114] has included VHS tapes and DVDs, as well as on-demand and synchronous methods with digital video via server or web-based options such as streamed video and webcams. Videotelephony can connect with speakers and other experts. Interactive digital video games are being used at K-12 and higher education institutions.[115]
Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.[116]
Webcams and webcasting have enabled the creation of virtual classrooms and virtual learning environments.[117] Webcams are also being used to counter plagiarism and other forms of academic dishonesty that might occur in an e-learning environment.
Computers, tablets, and mobile devices
[edit]

Computers and tablets enable learners and educators to access websites as well as applications. Many mobile devices support m-learning.[118]
Mobile devices such as clickers and smartphones can be used for interactive audience response feedback.[119] Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals.[120][121]
Such devices as iPads are used for helping disabled (visually impaired or with multiple disabilities) children in communication development as well as in improving physiological activity, according to the stimulation Practice Report.[122]
Studies in pre-school (early learning), primary and secondary education have explored how digital devices are used to enable effective learning outcomes, and create systems that can support teachers.[123] Digital technology can improve teaching and learning by motivating students with engaging, interactive, and fun learning environments. These online interactions enable further opportunities to develop digital literacy, 21st century skills, and digital citizenship.[123]
Single-board computers and Internet of Things
[edit]Embedded single-board computers and microcontrollers such as Raspberry Pi, Arduino and BeagleBone are easy to program, some can run Linux and connect to devices such as sensors, displays, LEDs and robotics. These are cost effective computing devices ideal for learning programming, which work with cloud computing and the Internet of Things. The Internet of things refers to a type of network to connect anything with the Internet-based on stipulated protocols through information sensing equipment to conduct information exchange and communications to achieve smart recognitions, positioning, tracking, monitoring, and administration.[124] These devices are part of a Maker culture that embraces tinkering with electronics and programming to achieve software and hardware solutions. The Maker Culture means there is a huge amount of training and support available.[125]
Collaborative and social learning
[edit]Group webpages, blogs, wikis, and Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment.[126][127] Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs.[128] The National School Boards Association found that 96% of students with online access have used social networking technologies and more than 50% talk online about schoolwork. Social networking encourages collaboration and engagement[129] and can be a motivational tool for self-efficacy amongst students.[130]
Whiteboards
[edit]There are three types of whiteboards.[131] The initial whiteboards, analogous to blackboards, date from the late 1950s. The term whiteboard is also used metaphorically to refer to virtual whiteboards in which computer software applications simulate whiteboards by allowing writing or drawing. This is a common feature of groupware for virtual meetings, collaboration, and instant messaging. Interactive whiteboards allow learners and instructors to write on the touch screen. The screen markup can be on either a blank whiteboard or any computer screen content. Depending on permission settings, this visual learning can be interactive and participatory, including writing and manipulating images on the interactive whiteboard.[131]
Virtual classroom
[edit]A virtual learning environment (VLE), also known as a learning platform, simulates a virtual classroom or meeting by simultaneously mixing several communication technologies.[132] Web conferencing software enables students and instructors to communicate with each other via webcam, microphone, and real-time chatting in a group setting. Participants can raise their hands, answer polls, or take tests. Students can whiteboard and screencast when given rights by the instructor, who sets permission levels for text notes, microphone rights, and mouse control.[133]
A virtual classroom provides an opportunity for students to receive direct instruction from a qualified teacher in an interactive environment.[134] Learners can have direct and immediate access to their instructor for instant feedback and direction. The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. Besides, the virtual classroom provides a social learning environment that replicates the traditional "brick and mortar" classroom.[135]
In higher education especially, a virtual learning environment (VLE) is sometimes combined with a management information system (MIS) to create a managed learning environment, in which all aspects of a course are handled through a consistent user interface throughout the institution.[136] Physical universities and newer online-only colleges offer to select academic degrees and certificate programs via the Internet. Some programs require students to attend some campus classes or orientations, but many are delivered completely online. Several universities offer online student support services, such as online advising and registration, e-counseling, online textbook purchases, student governments, and student newspapers.[137]
Due to the COVID-19 pandemic, many schools have been forced to move online. As of April 2020, an estimated 90% of high-income countries are offering online learning, with only 25% of low-income countries offering the same.[138]
Augmented reality
[edit]AR technology plays an important role in the future of the classroom where human co-orchestration takes place seamlessly.[139]
Learning management system
[edit]
A learning management system (LMS) is software used for delivering, tracking, and managing training and education. It tracks data about attendance, time on task, and student progress. Educators can post announcements, grade assignments, check on course activities, and participate in class discussions. Students can submit their work, read and respond to discussion questions, and take quizzes.[126] An LMS may allow teachers, administrators, and students, and permitted additional parties (such as parents, if appropriate) to track various metrics. LMSs range from systems for managing training/educational records to software for distributing courses over the Internet and offering features for online collaboration. The creation and maintenance of comprehensive learning content require substantial initial and ongoing investments in human labor. Effective translation into other languages and cultural contexts requires even more investment by knowledgeable personnel.[140]
Learning content management system
[edit]A learning content management system (LCMS) is software for author content (courses, reusable content objects). An LCMS may be solely dedicated to producing and publishing content that is hosted on an LMS, or it can host the content itself. The Aviation Industry Computer-Based Training Committee (AICC) specification provides support for content that is hosted separately from the LMS.
Computer-aided assessment
[edit]Computer-aided assessment (e-assessment) ranges from automated multiple-choice tests to more sophisticated systems. With some systems, feedback can be geared towards a student's specific mistakes, or the computer can navigate the student through a series of questions adapting to what the student appears to have learned or not learned. Formative assessment sifts out the incorrect answers, and these questions are then explained by the teacher. The learner then practices with slight variations of the sifted-out questions. The learning cycle often concludes with summative assessment, using a new set of questions that cover the topics previously taught.[141]
Training management system
[edit]A training management system or training resource management system is software designed to optimize instructor-led training management. Similar to an enterprise resource planning (ERP), it is a back office tool that aims at streamlining every aspect of the training process: planning (training plan and budget forecasting), logistics (scheduling and resource management), financials (cost tracking, profitability), reporting, and sales for-profit training providers.[142]
AR and VR in Educational Technology
With the rise of technology-assisted learning in higher education, augmented reality (AR) and virtual reality (VR) have been evaluated in courses such as energy simulation to enhance learners' insights and system understanding of spatial and material performance.[143] Studies have shown that students prefer to use AR, and their cognitive abilities shift their attention to real scenes, reducing cognitive burden, making the fully immersive VR experience more suitable for complex spatial learning scenarios.[143]
Standards and ecosystem
[edit]Learning objects
[edit]Content
[edit]Content and design architecture issues include pedagogy and learning object re-use. One approach looks at five aspects:[144]
- Fact – unique data (e.g. symbols for Excel formula, or the parts that make up a learning objective)
- Concept – a category that includes multiple examples (e.g. Excel formulas, or the various types/theories of instructional design)
- Process – a flow of events or activities (e.g. how a spreadsheet works, or the five phases in ADDIE)
- Procedure – step-by-step task (e.g. entering a formula into a spreadsheet or the steps that should be followed within a phase in ADDIE)
- Strategic principle – a task performed by adapting guidelines (e.g. doing a financial projection in a spreadsheet, or using a framework for designing learning environments)
Artificial intelligence
[edit]The academic study and development of artificial intelligence can be dated to at least 1956 when cognitive scientists began to investigate thought and learning processes in humans and machines. The earliest uses of AI in education can be traced to the development of intelligent tutoring systems (ITS) and their application in enhancing educational experiences.[145] They are designed to provide immediate and personalized feedback to students.[146] The incentive to develop ITS comes from educational studies showing that individual tutoring is much more effective than group teaching,[147][148] in addition to the need for promoting learning on a larger scale. Over the years, a combination of cognitive science and data-driven techniques have enhanced the capabilities of ITS, allowing it to model a wide range of students' characteristics, such as knowledge,[149] affect,[150] off-task behavior,[151] and wheel spinning.[152] There is ample evidence that ITS are highly effective in helping students learn.[153] ITS can be used to keep students in the zone of proximal development (ZPD): the space wherein students may learn with guidance. Such systems can guide students through tasks slightly above their ability level.[154]
Generative artificial intelligence (GenAI) gained widespread public attention with the introduction of ChatGPT in November 2022.[155] This caused alarm among K-12 and higher education institutions,[156] with a few large school districts quickly banning GenAI,[157] due to concerns about potential academic misconduct.[158] However, as the debate developed,[159] these bans were largely reversed within a few months.[160] To combat academic misconduct, detection tools have been developed, but their accuracy is limited.[161][162]
There have been various use cases in education, including providing personalized feedback, brainstorming classroom activities, support for students with special needs, streamlining administrative tasks, and simplifying assessment processes.[163] However, GenAI can output incorrect information, also known as hallucination.[155] Its outputs can also be biased,[164] leading to calls for transparency regarding the data used to train GenAI models and their use.[155][165] Providing professional development for teachers and developing policies and regulations can help mitigate the ethical concerns of GenAI.[155][164] And while AI systems can provide individualized instruction and adaptive feedback to students, they have the potential to impact students' sense of classroom community.
Precision Education
Precision education, as a trend in the application of artificial intelligence and big data in education, emphasizes supporting personalized teaching by collecting multi-faceted data such as students' behavioural performance, learning habits, and emotional changes.[166] This approach helps improve learning efficiency and targeted teaching, but it also brings challenges such as AI bias, teacher role adjustment, and data privacy protection.[166]
Settings and sectors
[edit]Preschool
[edit]
Various forms of electronic media can be a feature of preschool life.[167] Although parents report a positive experience, the impact of such use has not been systematically assessed.[167]

The age when a given child might start using a particular technology, such as a cellphone or computer, might depend on matching a technological resource to the recipient's developmental capabilities, such as the age-anticipated stages labeled by Swiss psychologist, Jean Piaget.[168] Parameters, such as age-appropriateness, coherence with sought-after values, and concurrent entertainment and educational aspects, have been suggested for choosing media.[169]
At the preschool level, technology can be introduced in several ways. At the most basic is the use of computers, tablets, and audio and video resources in classrooms.[170] Additionally, there are many resources available for parents and educators to introduce technology to young children or to use technology to augment lessons and enhance learning. Some options that are age-appropriate are video- or audio-recording of their creations, introducing them to the use of the internet through browsing age-appropriate websites, providing assistive technology to allow disabled children to participate with the rest of their peers,[171] educational apps, electronic books, and educational videos.[172] There are many free and paid educational website and apps that are directly targeting the educational needs of preschool children. These include Starfall, ABC mouse,[172] PBS Kids Video, Teach me, and Montessori crosswords.[173] Educational technology in the form of electronic books [109] offer preschool children the option to store and retrieve several books on one device, thus bringing together the traditional action of reading along with the use of educational technology. Educational technology is also thought to improve hand-eye coordination, language skills, visual attention, and motivation to complete educational tasks, and allows children to experience things they otherwise would not.[123] There are several keys to making the most educational use of introducing technology at the preschool level: technology must be used appropriately, should allow access to learning opportunities, should include the interaction of parents and other adults with the preschool children, and should be developmentally appropriate.[174] Allowing access to learning opportunities especially for allowing disabled children to have access to learning opportunities, giving bilingual children the opportunity to communicate and learn in more than one language, bringing in more information about STEM subjects, and bringing in images of diversity that may be lacking in the child's immediate environment.[174]
Coding is also becoming part of the early learning curriculum and preschool-aged children can benefit from experiences that teach coding skills even in a screen-free way. There are activities and games that teach hands-on coding skills that prepare students for the coding concepts they will encounter and use in the future.[175] Minecraft and Roblox are two popular coding and programming apps being adopted by institutions that offer free or low-cost access.[175]
Primary and secondary
[edit]
E-learning is increasingly being utilized by students who may not want to go to traditional brick-and-mortar schools due to severe allergies or other medical issues, fear of school violence and school bullying, and students whose parents would like to homeschool but do not feel qualified.[176] Online schools create a haven for students to receive a quality education while almost completely avoiding these common problems. Online charter schools also often are not limited by location, income level, or class size in the way brick and mortar charter schools are.[177]

E-learning also has been rising as a supplement to the traditional classroom. Students with special talents or interests outside of the available curricula use e-learning to advance their skills or exceed grade restrictions.[178]
Virtual education in K-12 schooling often refers to virtual schools, and in higher education to virtual universities. Virtual schools are "cybercharter schools"[179] with innovative administrative models and course delivery technology.[179]
Education technology also seems to be an interesting method of engaging gifted youths that are under-stimulated in their current educational program.[180] This can be achieved with after-school programs or even technologically-integrated curricula. 3D printing integrated courses (3dPIC) can also give youths the stimulation they need in their educational journey.[181] Université de Montréal's Projet SEUR[182] in collaboration with Collège Mont-Royal and La Variable are heavily developing this field.[183]
Higher education
[edit]
Online college course enrollment has seen a 29% increase in enrollment with nearly one-third of all college students, or an estimated 6.7 million students are currently enrolled in online classes.[184][185] In 2009, 44% of post-secondary students in the US were taking some or all of their courses online, which was projected to rise to 81% by 2014.[186]
Although a large proportion of for-profit higher education institutions now offer online classes, only about half of private, non-profit schools do so. Private institutions may become more involved with online presentations as the costs decrease. Properly trained staff must also be hired to work with students online.[187] These staff members need to understand the content area, and also be highly trained in the use of the computer and Internet. Online education is rapidly increasing, and online doctoral programs have even developed at leading research universities.[188]
Although massive open online courses (MOOCs) may have limitations that preclude them from fully replacing college education,[189] such programs have significantly expanded. MIT, Stanford and Princeton University offer classes to a global audience, but not for college credit.[190] University-level programs, like edX founded by Massachusetts Institute of Technology and Harvard University, offer a wide range of disciplines at no charge, while others permit students to audit a course at no charge but require a small fee for accreditation. MOOCs have not had a significant impact on higher education and declined after the initial expansion, but are expected to remain in some form.[191] Lately, MOOCs are used by smaller universities to profile themselves with highly specialized courses for special-interest audiences, as for example in a course on technological privacy compliance.[192]
MOOCs have been observed to lose the majority of their initial course participants. In a study performed by Cornell and Stanford universities, student-drop-out rates from MOOCs have been attributed to student anonymity, the solitude of the learning experience, and to the lack of interaction with peers and with teachers.[193] Effective student engagement measures that reduce drop-outs are forum interactions and virtual teacher or teaching assistant presence - measures which induce staff cost that grows with the number of participating students.
Corporate and professional
[edit]E-learning is being used by companies to deliver mandatory compliance training and updates for regulatory compliance, soft skills and IT skills training, continuing professional development (CPD), and other valuable workplace skills.[194] Companies with spread out distribution chains use e-learning for delivering information about the latest product developments. Most corporate e-learning is asynchronous and delivered and managed via learning management systems.[195] The big challenge in corporate e-learning is to engage the staff, especially on compliance topics for which periodic staff training is mandated by the law or regulations.[194]
Government and public
[edit]Educational technology is used by governmental bodies to train staff and civil service. Government agencies also have an interest in promoting digital technology use, and improving skills amongst the people they serve.
Benefits
[edit]Effective technology use deploys multiple evidence-based strategies concurrently (e.g. adaptive content, frequent testing, immediate feedback, etc.), as do effective teachers.[196] Using computers or other forms of technology can give students practice on core content and skills while the teacher can work with others, conduct assessments, or perform other tasks.[196][197] Through the use of educational technology, education is able to be individualized for each student allowing for better differentiation and allowing students to work for mastery at their own pace.[198] In India, the National Level Common Entrance Examination (NLCEE) utilized educational technology to provide free online coaching and scholarship opportunities. By leveraging digital platforms during the COVID-19 pandemic, NLCEE ensured students, especially those from underprivileged backgrounds, could access quality education and career guidance remotely.[199]
Modern educational technology can improve access to education,[200] including full degree programs.[201] It enables better integration for non-full-time students, particularly in continuing education,[200] and improved interactions between students and instructors.[202][201] Learning material can be used for long-distance learning and are accessible to a wider audience.[203][200] Course materials are easy to access.[204][200] In 2010, 70.3% of American family households had access to the internet.[205] In 2013, according to Canadian Radio-Television and Telecommunications Commission Canada, 79% of homes have access to the internet.[206] Students can access and engage with numerous online resources at home. Using online resources can help students spend more time on specific aspects of what they may be learning in school but at home. Schools like the Massachusetts Institute of Technology (MIT) have made certain course materials free online.[207]
Students appreciate the convenience of e-learning, but report greater engagement in face-to-face learning environments.[208] Colleges and universities are working towards combating this issue by utilizing WEB 2.0 technologies as well as incorporating more mentorships between students and faculty members.[209]
According to James Kulik, who studies the effectiveness of computers used for instruction, students usually learn more in less time when receiving computer-based instruction, and they like classes more and develop more positive attitudes toward computers in computer-based classes. Students can independently solve problems.[202] There are no intrinsic age-based restrictions on difficulty level, i.e. students can go at their own pace. Students editing their written work on word processors improve the quality of their writing. According to some studies, the students are better at critiquing and editing written work that is exchanged over a computer network with students they know.[204] Studies completed in "computer intensive" settings found increases in student-centric, cooperative, and higher-order learning, writing skills, problem-solving, and using technology.[210] In addition, attitudes toward technology as a learning tool by parents, students, and teachers are also improved.
Employers' acceptance of online education has risen over time.[211] More than 50% of human resource managers SHRM surveyed for an August 2010 report said that if two candidates with the same level of experience were applying for a job, it would not have any kind of effect whether the candidate's obtained degree was acquired through an online or a traditional school. Seventy-nine percent said they had employed a candidate with an online degree in the past 12 months. However, 66% said candidates who get degrees online were not seen as positively as job applicants with traditional degrees.[211]
The use of educational apps generally has a positive effect on learning. Pre- and post-tests have revealed that the use of educational apps on mobile devices reduces the achievement gap between struggling and average students.[212]
Disadvantages
[edit]Globally, factors like change management, technology obsolescence, and vendor-developer partnership are major restraints that are hindering the growth of the Educational technology market.[213]
In the US, state and federal government increased funding, as well as private venture capital, has been flowing into the education sector. However, as of 2013[update], none were looking at technology return on investment (ROI) to connect expenditures on technology with improved student outcomes.[214]
New technologies are frequently accompanied by unrealistic hype and promise regarding their transformative power to change education for the better or in allowing better educational opportunities to reach the masses. Examples include silent film, broadcast radio, and television, none of which have maintained much of a foothold in the daily practices of mainstream, formal education.[215] Technology, in and of itself, does not necessarily result in fundamental improvements to educational practice.[216] The focus needs to be on the learner's interaction with technology—not the technology itself. It needs to be recognized as "ecological" rather than "additive" or "subtractive". In this ecological change, one significant change will create total change.[217]
According to Branford et al., "technology does not guarantee effective learning", and inappropriate use of technology can even hinder it.[25] A University of Washington study of infant vocabulary shows that it is slipping due to educational baby DVDs. Published in the Journal of Pediatrics, a 2007 University of Washington study on the vocabulary of babies surveyed over 1,000 parents in Washington and Minnesota. The study found that for every hour that babies 8–16 months of age watched DVDs and videos, they knew 6–8 fewer of 90 common baby words than the babies that did not watch them. Andrew Meltzoff, a surveyor in this study, states that the result makes sense, that if the baby's "alert time" is spent in front of DVDs and TV, instead of with people speaking, the babies are not going to get the same linguistic experience. Dimitri Chistakis, another surveyor reported that the evidence is mounting that baby DVDs are of no value and may be harmful.[218][219][220][221]
Adaptive instructional materials tailor questions to each student's ability and calculate their scores, but this encourages students to work individually rather than socially or collaboratively (Kruse, 2013). Social relationships are important, but high-tech environments may compromise the balance of trust, care, and respect between teacher and student.[222]
Massively open online courses (MOOCs), although quite popular in discussions of technology and education in developed countries (more so in the US), are not a major concern in most developing or low-income countries. One of the stated goals of MOOCs is to provide less fortunate populations (i.e., in developing countries) an opportunity to experience courses with US-style content and structure. However, research shows only 3% of the registrants are from low-income countries, and although many courses have thousands of registered students only 5–10% of them complete the course.[223] This can be attributed to lack of staff support, course difficulty, and low levels of engagement with peers.[224] MOOCs also implies that certain curriculum and teaching methods are superior, and this could eventually wash over (or possibly washing out) local educational institutions, cultural norms, and educational traditions.[225]
With the Internet and social media, using educational apps makes students highly susceptible to distraction and sidetracking. Even though proper use has been shown to increase student performance, being distracted would be detrimental. Another disadvantage is an increased potential for cheating.[226]
A disadvantage of e-learning is that it can cause depression, according to a study made during the 2021 COVID-19 quarantines.[227]
Over-stimulation
[edit]Electronic devices such as cell phones and computers facilitate rapid access to a stream of sources, each of which may receive cursory attention. Michel Rich, an associate professor at Harvard Medical School and executive director of the center on Media and Child Health in Boston, said of the digital generation, "Their brains are rewarded not for staying on task, but for jumping to the next thing. The worry is we're raising a generation of kids in front of screens whose brains are going to be wired differently."[228] Students have always faced distractions; computers and cell phones are a particular challenge because the stream of data can interfere with focusing and learning. Although these technologies affect adults too, young people may be more influenced by it as their developing brains can easily become habituated to switching tasks and become unaccustomed to sustaining attention.[228] Too much information, coming too rapidly, can overwhelm thinking.[229]
Technology is "rapidly and profoundly altering our brains."[230] High exposure levels stimulate brain cell alteration and release neurotransmitters, which causes the strengthening of some neural pathways and the weakening of others. This leads to heightened stress levels on the brain that, at first, boost energy levels, but, over time, actually augment memory, impair cognition, lead to depression, and alter the neural circuitry of the hippocampus, amygdala and prefrontal cortex. These are the brain regions that control mood and thought. If unchecked, the underlying structure of the brain could be altered.[228][230] Overstimulation due to technology may begin too young. When children are exposed before the age of seven, important developmental tasks may be delayed, and bad learning habits might develop, which "deprives children of the exploration and play that they need to develop."[231] Media psychology is an emerging specialty field that embraces electronic devices and the sensory behaviors occurring from the use of educational technology in learning.
Sociocultural criticism
[edit]According to Lai, "the learning environment is a complex system where the interplay and interactions of many things impact the outcome of learning."[216] When technology is brought into an educational setting, the pedagogical setting changes in that technology-driven teaching can change the entire meaning of an activity without adequate research validation. If technology monopolizes an activity, students can begin to develop the sense that "life would scarcely be thinkable without technology."[232]
Leo Marx considered the word "technology" itself as problematic,[233] susceptible to reification and "phantom objectivity", which conceals its fundamental nature as something that is only valuable insofar as it benefits the human condition. Technology ultimately comes down to affecting the relations between people, but this notion is obfuscated when technology is treated as an abstract notion devoid of good and evil. Langdon Winner makes a similar point by arguing that the underdevelopment of the philosophy of technology leaves us with an overly simplistic reduction in our discourse to the supposedly dichotomous notions of the "making" versus the "uses" of new technologies and that a narrow focus on "use" leads us to believe that all technologies are neutral in moral standing.[232]: ix–39
Winner viewed technology as a "form of life" that not only aids human activity, but that also represents a powerful force in reshaping that activity and its meaning.[232]: ix–39
By far, the greatest latitude of choice exists the very first time a particular instrument, system, or technique is introduced. Because choices tend to become strongly fixed in material equipment, economic investment, and social habit, the original flexibility vanishes for all practical purposes once the initial commitments are made. In that sense, technological innovations are similar to legislative acts or political findings that establish a framework for public order that will endure over many generations. (p. 29)
When adopting new technologies, there may be one best chance to "get it right". Seymour Papert (p. 32) points out a good example of a (bad) choice that has become strongly fixed in social habit and material equipment: our "choice" to use the QWERTY keyboard.[234]
Neil Postman endorsed the notion that technology impacts human cultures, including the culture of classrooms, and that this is a consideration even more important than considering the efficiency of new technology as a tool for teaching.[217] Regarding the computer's impact on education, Postman writes (p. 19):
What we need to consider about the computer has nothing to do with its efficiency as a teaching tool. We need to know in what ways it is altering our conception of learning, and how in conjunction with television, it undermines the old idea of school.
There is an assumption that technology is inherently interesting so it must be helpful in education; based on research by Daniel Willingham, that is not always the case. He argues that it does not necessarily matter what the technological medium is, but whether or not the content is engaging and utilizes the medium in a beneficial way.[235]
Digital divide
[edit]
The concept of the digital divide is a gap between those who have access to digital technologies and those who do not.[236] Access may be associated with age, gender, socio-economic status, education, income, ethnicity, and geography.[236][237]
Data protection
[edit]According to a report by the Electronic Frontier Foundation, large amounts of personal data on children are collected by electronic devices that are distributed in schools in the United States. Often, far more information than necessary is collected, uploaded, and stored indefinitely. Aside from name and date of birth, this information can include the child's browsing history, search terms, location data, contact lists, as well as behavioral information.[238]: 5 Parents are not informed or, if informed, have little choice.[238]: 6 According to the report, this constant surveillance resulting from educational technology can "warp children's privacy expectations, lead them to self-censor, and limit their creativity".[238]: 7 In a 2018 public service announcement, the FBI warned that widespread collection of student information by educational technologies, including web browsing history, academic progress, medical information, and biometrics, created the potential for privacy and safety threats if such data was compromised or exploited.[239] Schlosser et al. further emphasize that many teachers adopting educational technology tools are often unaware of how these platforms manage and store student data, raising concerns over privacy and data protection in digital learning environments.[240]
The transition from in-person learning to distance education in higher education due to the COVID-19 pandemic has led to enhanced extraction of student data enabled by complex data infrastructures. These infrastructures collect information such as learning management system logins, library metrics, impact measurements, teacher evaluation frameworks, assessment systems, learning analytic traces, longitudinal graduate outcomes, attendance records, social media activity, and so on. The copious amounts of information collected are quantified for the marketization of higher education, employing this data as a means to demonstrate and compare student performance across institutions to attract prospective students, mirroring the capitalistic notion of ensuring efficient market functioning and constant improvement through measurement.[241] This desire of data has fueled the exploitation of higher education by platform companies and data service providers who are outsourced by institutions for their services. The monetization of student data in order to integrate corporate models of marketization further pushes higher education, widely regarded as a public good, into a privatized commercial sector.[242]
The rapid development of educational technology has also brought about data privacy risks. Studies have shown that although some commonly used teaching platforms are easy to operate, they perform poorly in terms of data protection.[240] Therefore, when selecting teaching tools, teachers need to consider both learning outcomes and student data security, and ensure that student privacy can be effectively protected in the digital learning environment through privacy policy review and teaching suitability assessment.[240]
Challenges
[edit]Augmented Reality Implementation Challenges
Augmented reality (AR) in educational technology faces challenges related to equipment availability, teacher training, content development, and student acceptance.[243] Research suggests that standardizing technologies and optimizing user experience are key strategies to improve the effectiveness of AR applications in education.[243]
Digital Divide
Although the cost of hardware has decreased, disparities in technology use between students' homes and schools remain. These include differences in internet quality, software availability, and the digital skills of both teachers and students, all of which impact the learning experience.[244] This highlights that educational technology should focus on whether students can use technology effectively and creatively, rather than solely on access to devices.[244]
Teacher training
[edit]Since technology is not the end goal of education, but rather a means by which it can be accomplished, educators must have a good grasp of the technology and its advantages and disadvantages. Teacher training aims for the effective integration of classroom technology.[245]

The evolving nature of technology may unsettle teachers, who may experience themselves as perpetual novices.[246] Finding quality materials to support classroom objectives is often difficult. Random professional development days are inadequate.[246]
According to Jenkins, "Rather than dealing with each technology in isolation, we would do better to take an ecological approach, thinking about the interrelationship among different communication technologies, the cultural communities that grow up around them, and the activities they support."[237] Jenkins also suggested that the traditional school curriculum guided teachers to train students to be autonomous problem solvers.[237] However, today's workers are increasingly asked to work in teams, drawing on different sets of expertise, and collaborating to solve problems.[237] Learning styles and the methods of collecting information have evolved, and "students often feel locked out of the worlds described in their textbooks through the depersonalized and abstract prose used to describe them".[237] These twenty-first-century skills can be attained through the incorporation and engagement with technology.[247] Changes in instruction and use of technology can also promote a higher level of learning among students with different types of intelligence.[248]
AR in Teacher Education
In the field of teacher training, augmented reality (AR) is considered to have the potential to improve the interactivity, student engagement and understanding of primary school teaching.[249] Most of the trained prospective teachers also believe that AR technology is not only technically feasible, but also has the potential for practical application, which can help support students in intuitive knowledge construction.[249]
Assessment
[edit]There are two distinct issues of assessment: the assessment of educational technology[237][250] and assessment with technology.[251]
Assessments of educational technology have included the Follow Through project.
Educational assessment with technology may be either formative assessment or summative assessment. Instructors use both types of assessments to understand student progress and learning in the classroom. Technology has helped teachers create better assessments to help understand where students who are having trouble with the material are having issues.
Formative assessment is more difficult, as the perfect form is ongoing and allows the students to show their learning in different ways depending on their learning styles. Technology has helped some teachers make their formative assessments better, particularly through the use of a classroom response system (CRS).[252] A CRS is a tool in which the students each have a handheld device that partners up with the teacher's computer. The instructor then asks multiple choice or true or false questions and the students answer on their devices.[252] Depending on the software used, the answers may then be shown on a graph so students and the teacher can see the percentage of students who gave each answer and the teacher can focus on what went wrong.[253]
Classroom response systems have a history going back to the late 1960s and early 1970s, when analogue electronics were used in their implementations.[254] There were a few commercial products available, but they were costly and some universities preferred to build their own.[255] The first such system appears to have been put into place at Stanford University, but it suffered from difficulties in use.[254] Another early system was one designed and built by Raphael M. Littauer, a professor of physics at Cornell University, and used for large lecture courses.[255][256] It was more successful than most of the other early systems, in part because the designer of the system was also the instructor using it.[254] A subsequent classroom response technologies involved H-ITT with infrared devices.[256]
Summative assessments are more common in classrooms and are usually set up to be more easily graded, as they take the form of tests or projects with specific grading schemes. One huge benefit of tech-based testing is the option to give students immediate feedback on their answers. When students get these responses, they are able to know how they are doing in the class which can help push them to improve or give them confidence that they are doing well.[257] Technology also allows for different kinds of summative assessment, such as digital presentations, videos, or anything else the teacher/students may come up with, which allows different learners to show what they learned more effectively.[257] Teachers can also use technology to post graded assessments online for students to have a better idea of what a good project is.
Electronic assessment uses information technology. It encompasses several potential applications, which may be teacher or student-oriented, including educational assessment throughout the continuum of learning, such as computerized classification testing, computerized adaptive testing, student testing, and grading an exam. E-Marking is an examiner-led activity closely related to other e-assessment activities such as e-testing, or e-learning which are student-led. E-marking allows markers to mark a scanned script or online response on a computer screen rather than on paper.
There are no restrictions on the types of tests that can use e-marking, with e-marking applications designed to accommodate multiple choice, written, and even video submissions for performance examinations. E-marking software is used by individual educational institutions and can also be rolled out to the participating schools of awarding exam organizations. E-marking has been used to mark many well-known high stakes examinations, which in the United Kingdom include A levels and GCSE exams, and in the US includes the SAT test for college admissions. Ofqual reports that e-marking is the main type of marking used for general qualifications in the United Kingdom.
In 2014, the Scottish Qualifications Authority (SQA) announced that most of the National 5 question papers would be e-marked.[258]
In June 2015, the Odisha state government in India announced that it planned to use e-marking for all Plus II papers from 2016.[259]
Analytics
[edit]The importance of self-assessment through tools made available on educational technology platforms has been growing. Self-assessment in education technology relies on students analyzing their strengths, weaknesses, and areas where improvement is possible to set realistic goals in learning, improve their educational performances and track their progress.[260][261] One of the unique tools for self-assessment made possible by education technology is Analytics. Analytics is data gathered on the student's activities on the learning platform, drawn into meaningful patterns that lead to a valid conclusion, usually through the medium of data visualization such as graphs. Learning analytics is the field that focuses on analyzing and reporting data about students' activities in order to facilitate learning.
Expenditure
[edit]The five key sectors of the e-learning industry are consulting, content, technologies, services, and support.[262] Worldwide, e-learning was estimated in 2000 to be over $48 billion according to conservative estimates.[263] Commercial growth has been brisk.[264][265] In 2014, the worldwide commercial market activity was estimated at $6 billion venture capital over the past five years,[264]: 38 with self-paced learning generating $35.6 billion in 2011.[264]: 4 North American e-learning generated $23.3 billion in revenue in 2013, with a 9% growth rate in cloud-based authoring tools and learning platforms.[264]: 19
See also
[edit]- ADDIE Model – Instructional systems design framework
- Assistive technology – Assistive devices for people with disabilities
- Brightstorm
- ChatGPT in education – Use of an AI chatbot in education
- Computational education — Computer based education
- Computers in the classroom – Use of computers in school
- Digital media in education – Overview of ICT in education
- Distance education – Mode of delivering education to students who are not physically present
- E-learning (theory) – Cognitive science principles of effective multimedia learning
- Educational animation – Animations produced for the specific purpose of fostering learning
- Educational technology in sub-Saharan Africa – Educational aspect of parts of Africa
- Evidence-based education – Paradigm of the education field
- Intelligent tutoring system – Computer system to provide instruction to learners
- Mobile learning for refugees – Distance education using mobile device technology
- Mobile phone use in schools
- Online credentials for learning
- Qualifications framework § Qualifications frameworks for online learning
- Remote laboratory – Arrangement for conducting experiments at one location while situated at another
- Virtual world language learning
- Web-based simulation
References
[edit]- ^ Robinson, Rhonda; Molenda, Michael; Rezabek, Landra. "Facilitating Learning" (PDF). Association for Educational Communications and Technology. Archived (PDF) from the original on 22 September 2015. Retrieved 18 March 2016.
- ^ a b Jonassen, David H. (1 March 1997). "Instructional design models for well-structured and III-structured problem-solving learning outcomes". Educational Technology Research and Development. 45 (1): 65–94. doi:10.1007/BF02299613. ISSN 1556-6501.
- ^ Todino, Michele Domenico (2025). "Educational Technologies". Encyclopedia. 5 (1): 23. doi:10.3390/encyclopedia5010023.
- ^ a b Tanner Mirrlees; Shahid Alvi (2019). EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age. New York: Routledge. p. 60. doi:10.4324/9780429343940. ISBN 978-0-429-34394-0. S2CID 211780225.
- ^ Woo, Stu (30 January 2017). "What's Better in the Classroom – Teacher or Machine?". The Wall Street Journal. Archived from the original on 12 November 2020. Retrieved 26 December 2020.
- ^ "To win post-pandemic, edtech needs to start thinking big". TechCrunch. 22 December 2020. Archived from the original on 27 December 2020. Retrieved 26 December 2020.
- ^ Committee for Draft National Education Policy (2018). Draft National Education Policy 2019 (PDF) (Report). Government of India.
- ^ Richey, R.C. (2008). "Reflections on the 2008 AECT Definitions of the Field". TechTrends. 52 (1). Springer Science and Business Media LLC: 24–25. doi:10.1007/s11528-008-0108-2. ISSN 8756-3894. S2CID 189912472.
- ^ D. Randy Garrison; Terry Anderson; Definitions and Terminology Committee (2003). E-Learning in the 21st Century: A Framework for Research and Practice. Routledge. ISBN 978-0-415-26346-7. Archived from the original on 14 August 2021.
- ^ Al Januszewski A.; Molenda Michael. (2007) Educational Technology: A Definition with Commentary ISBN 978-0-8058-5861-7
- ^ Lowenthal, P. R.; Wilson, B. G. (2010). "Labels do matter! A critique of AECT's redefinition of the field". TechTrends. 54 (1): 38–46. CiteSeerX 10.1.1.408.648. doi:10.1007/s11528-009-0362-y. S2CID 143977728.
- ^ Report by Tech.Ed.Gov (2017). NETP17.
- ^ Herold, Benjamin (5 February 2016). "Technology in Education: An Overview". Education Week. Archived from the original on 1 November 2016. Retrieved 31 October 2016.
- ^ Seels, B. B., & Richey, R. C. (1994). Instructional technology: The definition and domains of the field. Washington, DC: AECT.
- ^ Geng, F. (2014). "Confusing terminologies: #e-learning, learning technologist, educational technologist,...discussed by @A_L_T members". Oxford, UK. Archived from the original on 5 August 2018.
- ^ a b Li, Long (1 January 2024). "The Development Course of Modern Educational Technology in China". Journal of Educational Technology Development and Exchange. 17 (1): 30–66. doi:10.18785/jetde.1701.03. ISSN 1941-8027.
- ^ Selwyn, N. (2011), Education and Technology: Key Issues and Debates, London: Continuum International Publishing Group
- ^ Day, R; Payne, L (1987). "Computer-managed instruction: an alternative teaching strategy". Journal of Nursing Education. 26 (1): 30–36. doi:10.3928/0148-4834-19870101-08. ISSN 0148-4834. PMID 3029349.
- ^ "What is Digital Education?". Institute for Academic Development. University of Edinburgh. 2024. Retrieved 22 June 2024.
- ^ a b c d Moore, J. L.; Dickson-Deane, C.; Galyen, K. (2011). "E-Learning, online learning, and distance learning environments: Are they the same?". The Internet and Higher Education. 14 (2): 129–135. doi:10.1016/j.iheduc.2010.10.001. S2CID 17622901.
- ^ Singh, V; Thurman, A (2019). "How Many Ways Can We Define Online Learning? A Systematic Literature Review of Definitions of Online Learning (1988–2018)". American Journal of Distance Education. 33 (4): 289–306. doi:10.1080/08923647.2019.1663082.
- ^ "Universities Use Second Life to Teach Complex Concepts". Government Technology. 27 July 2010. Archived from the original on 4 October 2013. Retrieved 3 October 2013.
- ^ "DoD gives PTSD help 'second life' in virtual reality | Article". Army.mil. Archived from the original on 23 October 2013. Retrieved 22 October 2013.
- ^ Malegam, F (13 December 2022). "How to Empower eLearning with Virtual Classrooms in WordPress?". Adobe.
- ^ a b J. Bransford; A. Brown; R. R. Cocking, eds. (2000). "Technology to support learning". How people learn: Brain, mind, experience. Washington, DC: National Academies Press. pp. 206–230.
- ^ Alsheail, Abdulrahman (2010). Teaching English as a Second/Foreign Language in a Ubiquitous Learning Environment: A Guide for ESL/EFL Instructors (PDF). (Master's Project). Archived from the original (PDF) on 7 February 2014. Retrieved 2 April 2016.
- ^ Hwang, G. J. (2014). Definition, framework, and research issues of smart learning environments-a context-aware ubiquitous learning perspective. Smart Learning Environments, 1(1), 1–14.
- ^ Kinshuk; Chen, Nian-Shing; Cheng, I-Ling; Chew, Sie Wai (17 February 2016). "Evolution Is not enough: Revolutionizing Current Learning Environments to Smart Learning Environments". International Journal of Artificial Intelligence in Education. 26 (2): 561–581. doi:10.1007/s40593-016-0108-x. S2CID 11084070.
- ^ Spector, Jonathan Michael (16 October 2014). "Conceptualizing the emerging field of smart learning environments". Smart Learning Environments. 1 (1) 2. doi:10.1186/s40561-014-0002-7. S2CID 3745158.
- ^ Andone, Diana; Holotescu, Carmen; Grosseck, Gabriela (2014). 2014 International Conference on Web and Open Access to Learning (ICWOAL). pp. 1–4. doi:10.1109/ICWOAL.2014.7009244. ISBN 978-1-4799-5739-2. S2CID 15404201.
- ^ Lombardi, Patrizia; Giordano, Silvia; Farouh, Hend; Yousef, Wael (June 2012). "Modelling the smart city performance". Innovation: The European Journal of Social Science Research. 25 (2): 137–149. doi:10.1080/13511610.2012.660325. S2CID 155017799.
- ^ Molenda, M. (2008). "Historical foundations". In M. J. Spector, M. D. Merrill, J. Merrienboer, & M. P. Driscoll (Eds.), Handbook of Research on Educational Communications and Technology (Third., pp. 3–20). New York, NY: Lawrence Earlbaum Associates.
- ^ Nye, D. (2007). Technology Matters: Questions to Live With. Cambridge MA: MIT Press.
- ^ Biruni, Muhammad ibn Ahmad; Sachau, Eduard (1910). Alberuni's India. An account of the religion, philosophy, literature, geography, chronology, astronomy, customs, laws, and astrology of India about A.D. 1030. London: K. Paul, Trench, Trübner & Co.
- ^ Saettler, P. (1990). The Evolution of American Educational Technology. Englewood, CO: Libraries Unlimited.
- ^ Suppes, P.; Jerman, M.; Groen, G. (1966). "Arithmetic drills and review on a computer-based teletype" (PDF). The Arithmetic Teacher. 13 (4): 303–309. doi:10.5951/AT.13.4.0303. Archived from the original (PDF) on 5 March 2016. Retrieved 4 September 2015.
- ^ Suppes, P. (19 May 1971). Computer Assisted Instruction at Stanford (PDF) (Report). Archived from the original (PDF) on 17 July 2010. Retrieved 4 September 2015.
- ^ See Rowan, Roy (1983). Executive Ed. at Computer U. Fortune, 7 March 1983; Feenberg, Andrew (1993). "Building a Global Network: The WBSI Experience", in L. Harasim, ed., Global Networks: Computerizing the International Community, MIT Press, pp. 185–197.
- ^ Withrow, Frank (1 June 1997). "Technology in Education and the Next Twenty-Five Years". T.H.E. Journal.
- ^ Ray Percival (28 November 1995). "Carry on learning". New Scientist.
- ^ Gail S. Thomas (1 February 1988). "Connected Education, Inc". Netweaver. Electronic Networking Association. Archived from the original on 27 August 2008. Retrieved 25 August 2008.
- ^ "Promises and pitfalls of online education". 9 June 2017. Archived from the original on 20 June 2018. Retrieved 19 March 2018.
- ^ Hickey, Ryan (12 May 2014). "The history of online education". Peterson's. Archived from the original on 19 March 2018. Retrieved 19 March 2018.
- ^ Hiltz, S. (1990). "Evaluating the Virtual Classroom". In Harasim, L. (ed.) Online Education: Perspectives on a New Environment. New York: Praeger, pp. 133–169.
- ^ a b Mason. R. and Kaye, A. (1989). Mindweave: Communication, Computers and Distance Education. Oxford, UK: Pergamon Press.
- ^ Avis, Peter (9 October 2014). "1973–1977 The National Development Programme NDPCAL". Educational Technology. Archived from the original on 6 January 2017. Retrieved 7 November 2014.
- ^ Crow, W. B. & Din, H. (2009). Unbound By Place or Time: Museums and Online Learning. Washington, DC: American Association of Museums, 9–10.
- ^ Bates, A. (2005). Technology, e-Learning and Distance Education. London: Routledge.
- ^ a b Johnson, Henry M (2007). "Dialogue and the construction of knowledge in e-learning: Exploring students' perceptions of their learning while using Blackboard's asynchronous discussion board". European Journal of Open, Distance and E-Learning. 10 (1). Archived from the original on 16 November 2012. Retrieved 22 October 2013.
- ^ Harasim, L., Hiltz, S., Teles, L. and Turoff, M. (1995). Learning Networks: A Field Guide to Teaching and Learning Online. Cambridge, MA: MIT Press.
- ^ Graziadei, W. D., et al., 1997. Building Asynchronous and Synchronous Teaching-Learning Environments: Exploring a Course/Classroom Management System Solution Archived 13 June 2010 at the Wayback Machine.
- ^ "National Center for Education Statistics" (PDF).
- ^ "Recommendation 1836 (2008)". Realising the full potential of e-learning for education and training. Council of Europe. Archived from the original on 22 March 2013. Retrieved 7 May 2013.
- ^ Craft, Anna (July 2012). "Childhood in a digital age: creative challenges for educational futures" (PDF). London Review of Education. 10 (2): 173–190. doi:10.1080/14748460.2012.691282. S2CID 143731693. Archived (PDF) from the original on 21 December 2018. Retrieved 2 January 2019.
- ^ "Technology in Schools: Weighing The Pros And Cons". Huffington Post. 25 May 2011. Archived from the original on 23 April 2014. Retrieved 21 April 2014.
- ^ "Study: Online Course Enrollment Rising Rapidly at Private Nonprofits". U.S. News. 3 May 2017. Archived from the original on 24 October 2017. Retrieved 3 May 2017.
- ^ "As Schools Close Over Coronavirus, Protect Kids' Privacy in Online Learning". Human Rights Watch. 27 March 2020. Archived from the original on 10 April 2020. Retrieved 17 April 2020.
- ^ Sean, Allan (25 September 2020). "How Covid-19 brought the University of Toronto Class of '24 Together Online". Brooke Godfrey. Archived from the original on 9 August 2021. Retrieved 9 August 2021.
- ^ Unesco (5 March 2020). "Distance learning solutions". Archived from the original on 31 March 2020. Retrieved 11 May 2020.
- ^ Kaplan, Andreas (6 April 2021). Higher Education at the Crossroads of Disruption: the University of the 21st Century. Emerald Publishing Limited. ISBN 978-1-80071-504-2. Archived from the original on 29 January 2021. Retrieved 14 April 2021.
- ^ "13 investors say lifelong learning is taking edtech mainstream". TechCrunch. 28 January 2021. Archived from the original on 28 January 2021. Retrieved 1 February 2021.
- ^ Green, Thomas (1971). The activities of teaching. McGraw Hill.
- ^ Skinner, B.F. (1954). "The science of learning and the art of teaching". Harvard Educational Review. 24: 86–97.
- ^ Skinner, B.F. (1958). "Teaching machines". Science. 128 (3330): 969–77. Bibcode:1958Sci...128..969S. doi:10.1126/science.128.3330.969. PMID 13592277. and others see "Dr. Burrhus Frederic Skinner: A Bibliography" (PDF). bfskinner.org. Archived from the original (PDF) on 17 December 2008.
- ^ Skinner BF (1965). "The technology of teaching". Proceedings of the Royal Society B: Biological Sciences. 162 (989): 427–43. Bibcode:1965RSPSB.162..427S. doi:10.1098/rspb.1965.0048. PMID 4378497. S2CID 144957844.
- ^ Skinner, B.F. (1968). "The technology of teaching". Proceedings of the Royal Society B: Biological Sciences. 162 (989). New York: Appleton-Century-Crofts: 427–43. Bibcode:1965RSPSB.162..427S. doi:10.1098/rspb.1965.0048. PMID 4378497. S2CID 144957844. Library of Congress Card Number 68-12340 E 81290.
- ^ a b Irby, Beverly; Brown, Genevieve; Lara-Alecio, Rafael; Jackson, Shirley (2013). Handbook of Educational Theories. Charlotte, NC: IAP. p. 105. ISBN 978-1-61735-866-1.
- ^ Hergenhahn, B.R. (2008). An Introduction to the History of Psychology. Belmont, CA: Wadsworth Cengage Learning. p. 627. ISBN 978-0-495-50621-8.
- ^ deJong, T. (2010). "Cognitive Load Theory, Educational Research, and Instructional Design: Some Food for Thought". Instructional Science: 38.
- ^ a b Utley, Rose (2010). Theory and Research for Academic Nurse Educators: Application to Practice. Sudbury, MA: Jones & Bartlett Learning LLC. p. 23. ISBN 978-0-7637-7413-4.
- ^ Termos, Mohamad (2012). "Does the Classroom Performance System (CPS) Increase Students' Chances for Getting a Good Grade in College Core Courses and Increase Retention?". International Journal of Technologies in Learning. 19 (1): 45–56. doi:10.18848/2327-0144/cgp/v19i01/49144.
- ^ a b c d Rosenberg, Richard (2004). The Social Impact of Computers. Amsterdam: Elsevier Academic Press. ISBN 978-0-12-597121-8.
- ^ Cassidy, Margaret (2004). Book Ends: The Changing Media Environment of American Classrooms. Cresskill, NJ: Hampton Press, Inc. p. 223. ISBN 978-1-57273-492-0.
- ^ Cassidy, Margaret (2004). Book Ends: The Changing Media Environment of American Classrooms. Cresskill, NJ: Hampton Press, Inc. p. 224. ISBN 978-1-57273-492-0.
- ^ Rosenberg, Richard (2004). The Social Impact of Computers. Amsterdam: Elsevier Academic Press. p. 219. ISBN 978-0-12-597121-8.
- ^ a b Bates, A. and Poole, G. Effective Teaching with Technology in Higher Education San Francisco: Jossey-Bass/John Wiley, 2003
- ^ OECD (2005) E-Learning in Tertiary Education: Where Do We Stand? Paris: OECD
- ^ Baker, Celia (4 January 2013). "Blended learning: Teachers plus computers equal success". Desert News. Archived from the original on 23 October 2013. Retrieved 30 January 2014.
- ^ Strauss, Valerie (22 September 2012). "Three fears about blended learning". The Washington Post. Archived from the original on 16 July 2017. Retrieved 26 August 2017.
- ^ Kaplan, Andreas (2017). Rishi, Bikramjit; Bandyopadhyay, Subir (eds.). "Academia Goes Social Media, MOOC, SPOC, SMOC, and SSOC: The digital transformation of Higher Education Institutions and Universities". Contemporary Issues in Social Media Marketing. Routledge. doi:10.4324/9781315563312-2.
- ^ Al-Asfour, A (2012). "Online Teaching: Navigating Its Advantages, Disadvantages and Best Practices". Tribal College Journal of American Indian Higher Education. 23: 3.
- ^ Loutchko, Iouri; Kurbel, Karl; Pakhomov, Alexei: Production and Delivery of Multimedia Courses for Internet Based Virtual Education; The World Congress "Networked Learning in a Global Environment: Challenges and Solutions for Virtual Education", Berlin, Germany, 1–4 May 2002
- ^ "Podcasts in Education: What, Why and How?" (PDF). Archived from the original (PDF) on 27 September 2013. Retrieved 8 December 2012.
- ^ "Asynchronous Learning: Definition, Benefits, and Example Activities". Archived from the original on 25 October 2019. Retrieved 10 February 2020.
- ^ a b Palavicini, Gabriela; Cantón, Adriana (1 January 2025). "Remote Education in Mexico: Advantages and Disadvantages". SAGE Open. 15 (1) 21582440251324757. doi:10.1177/21582440251324757. ISSN 2158-2440.
- ^ a b c d e f "Collaborative asynchronous online learning". US Patent Office. 10 March 2014. Archived from the original on 8 June 2021. Retrieved 23 March 2019.
This article incorporates text from this source, which is in the public domain.
- ^ Trentin G. (2010). Networked Collaborative Learning: Social Interaction and Active Learning Archived 17 September 2018 at the Wayback Machine, Woodhead/Chandos Publishing Limited, Cambridge, UK, ISBN 978-1-84334-501-5.[page needed]
- ^ a b Crane B. "Using Web 2.0 Tools in the K-12 Classroom". Neal-Schuman Publishers, Inc., 2009
- ^ Sendall, P; Ceccucci, W.; Peslak, A. (December 2008). "Web 2.0 Matters: An Analysis of Implementing Web 2.0 in the Classroom". Information Systems Education Journal. 6 (64). Archived from the original on 29 November 2014. Retrieved 20 November 2014.
- ^ Redecker, Christine (2009). "Review of Learning 2.0 Practices: Study on the Impact of Web 2.0 Innovations on Education and Training in Europe". JRC Scientific and Technical Reports (EUR 23664 EN – 2009). Archived from the original on 7 December 2016. Retrieved 20 November 2014.
- ^ a b Seely Brown, John; Adler, Richard P. (2008). "Minds on Fire: Open Education, the Long Tail, and Learning 2.0" (PDF). Educause Review (January/February 2008): 16–32. Archived from the original (PDF) on 16 July 2014. Retrieved 20 November 2014.
- ^ "UCI's iMedEd Initiative named a 2012-13 Apple Distinguished Program". news.uci.edu. 11 February 2013. Archived from the original on 4 March 2016. Retrieved 11 November 2015.
- ^ "Escuela 2.0". Ite.educacion.es. Archived from the original on 23 October 2013. Retrieved 22 October 2013.
- ^ "Scuola Digitale " Cl@ssi 2.0". Scuola-digitale.it. Archived from the original on 23 October 2013. Retrieved 22 October 2013.
- ^ Lee, Yuan-Hsuan (October 2015). "Facilitating critical thinking using the C-QRAC collaboration script: Enhancing science reading literacy in a computer-supported collaborative learning environment". Computers & Education. 88: 182–191. doi:10.1016/j.compedu.2015.05.004.
- ^ "What is collaborative learning?". spiral.ac. Archived from the original on 3 August 2016. Retrieved 5 June 2016.
- ^ Friess, Erin; Lam, Chris (October 2018). "Cultivating a Sense of Belonging: Using Twitter to Establish a Community in an Introductory Technical Communication Classroom". Technical Communication Quarterly. 27 (4): 343–361. doi:10.1080/10572252.2018.1520435. S2CID 149660410.
- ^ Verzosa Hurley, Elise; Kimme Hea, Amy C. (January 2014). "The Rhetoric of Reach: Preparing Students for Technical Communication in the Age of Social Media". Technical Communication Quarterly. 23 (1): 55–68. doi:10.1080/10572252.2014.850854. ISSN 1057-2252. S2CID 219639973.
- ^ Kimme Hea, Amy C. (January 2014). "Social Media in Technical Communication". Technical Communication Quarterly. 23 (1): 1–5. doi:10.1080/10572252.2014.850841. ISSN 1057-2252. S2CID 219641115.
- ^ Bowdon, Melody A. (1 January 2014). "Tweeting an Ethos: Emergency Messaging, Social Media, and Teaching Technical Communication". Technical Communication Quarterly. 23 (1): 35–54. doi:10.1080/10572252.2014.850853. ISSN 1057-2252. S2CID 145413489.
- ^ Vie, Stephanie (3 July 2017). "Training Online Technical Communication Educators to Teach with Social Media: Best Practices and Professional Recommendations". Technical Communication Quarterly. 26 (3): 344–359. doi:10.1080/10572252.2017.1339487. ISSN 1057-2252. S2CID 66942296.
- ^ Sheeraz Ahmad Sheergugri; Nazeer Ahmad Khan; Nisar Ahmad Kumar (30 April 2023). "Understand Flipped Learning as an Effective Tool for Enhancing Thinking and Learning". International Journal of Advanced Research in Science, Communication and Technology 10419G: 746–749. doi:10.48175/ijarsct-10419g. ISSN 2581-9429.
- ^ Pozo-Sánchez, Santiago; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús (2 December 2022). "Benefits of Using the Learning Management System based on Flipped Learning Methodology". Revista Electrónica de Investigación Educativa. 24: 1–14. doi:10.24320/redie.2022.24.e24.4094. hdl:10481/82873. ISSN 1607-4041.
- ^ Hall, Ashley A.; DuFrene, Debbie D. (June 2016). "Best Practices for Launching a Flipped Classroom". Business and Professional Communication Quarterly. 79 (2): 234–242. doi:10.1177/2329490615606733. ISSN 2329-4906. S2CID 61904212.
- ^ Ryan, Michael D.; Reid, Scott A. (12 January 2016). "Impact of the Flipped Classroom on Student Performance and Retention: A Parallel Controlled Study in General Chemistry". Journal of Chemical Education. 93 (1): 13–23. Bibcode:2016JChEd..93...13R. doi:10.1021/acs.jchemed.5b00717. ISSN 0021-9584.
- ^ Khanova, Julia; Roth, Mary T; Rodgers, Jo Ellen; McLaughlin, Jacqueline E (2015). "Student experiences across multiple flipped courses in a single curriculum". Medical Education. 49 (10): 1038–1048. doi:10.1111/medu.12807. PMID 26383075.
- ^ Chen, Li-Ling (2016). "Impacts of Flipped Classroom in High School Health Education". Journal of Educational Technology Systems. 44 (4): 411–420. doi:10.1177/0047239515626371. ISSN 0047-2395.
- ^ Moraros, John; Islam, Adiba; Yu, Stan; Banow, Ryan; Schindelka, Barbara (28 February 2015). "Flipping for success: evaluating the effectiveness of a novel teaching approach in a graduate level setting". BMC Medical Education. 15 (1): 27. doi:10.1186/s12909-015-0317-2. ISSN 1472-6920. PMC 4363198. PMID 25884508.
- ^ Wanner, Thomas; Palmer, Edward (2015). "Personalising learning: Exploring student and teacher perceptions about flexible learning and assessment in a flipped university course". Computers & Education. 88: 354–369. doi:10.1016/j.compedu.2015.07.008. ISSN 0360-1315.
- ^ Forehand, M. (2010). "Bloom's Taxonomy. From Emerging Perspectives on Learning, Teaching and Technology". Archived from the original on 5 July 2008. Retrieved 25 October 2012.
- ^ Reeves, Thomas C. (12 February 1998). The Impact of Media and Technology in Schools (PDF) (Report). University of Georgia. Archived (PDF) from the original on 20 October 2013. Retrieved 9 October 2013.
- ^ Menkhoff, Thomas; Thang, Tze Yian; Wong, Yue Kee (September 2007). Evaluating the Blending of an E-Learning Module into a Knowledge Management Course: A Case Study from the Singapore Management University (SMU). Proceedings of the IADIS International Conference e-Learning 2007, Lisbon, 6–8 July 2007 – via Research Collection Lee Kong Chian School Of Business.
- ^ Cuesta-Cambra, Ubaldo; Niño-González, José-Ignacio; Rodríguez-Terceño, José (1 July 2017). "The Cognitive Processing of an Educational App with EEG and 'Eye Tracking'". Comunicar. 25 (52): 41–50. doi:10.3916/c52-2017-04. hdl:10272/14086.
- ^ Dieker, Lisa A.; Lane, Holly B.; Allsopp, David H.; O'Brien, Chris; Butler, Tyran Wright; Kyger, Maggie; Lovin, LouAnn; Fenty, Nicole S. (7 April 2009). "Evaluating Video Models of Evidence-Based Instructional Practices to Enhance Teacher Learning". Teacher Education and Special Education. 32 (2): 180–196. doi:10.1177/0888406409334202. S2CID 143967113.
- ^ Biocchi, Michael. "Games in the Classroom". Gaming in the Classroom. Archived from the original on 15 August 2011. Retrieved 24 March 2011.
- ^ "Screencasting | Teaching and Learning Innovation Park". Ipark.hud.ac.uk. Archived from the original on 23 October 2013. Retrieved 22 October 2013.
- ^ Shiao, Dennis. "Why Virtual Classrooms Are Excellent Learning Venues". INXPO. Archived from the original on 5 November 2013. Retrieved 18 May 2013.
- ^ Kolpashnikova, Kamila; Bartolic, Silvia (2019). "Digital divide in quantitative methods: The effects of computer-assisted instruction and students' attitudes on knowledge acquisition". Journal of Computer Assisted Learning. 35 (2): 208–217. doi:10.1111/jcal.12322. S2CID 69552601.
- ^ Tremblay, Eric (2010). "Educating the Mobile Generation – using personal cell phones as audience response systems in post-secondary science teaching". Journal of Computers in Mathematics and Science Teaching. 29 (2): 217–227. Archived from the original on 31 October 2010. Retrieved 5 November 2010.
- ^ Terras, Melody M.; Ramsay, Judith (September 2012). "The five central psychological challenges facing effective mobile learning". British Journal of Educational Technology. 43 (5): 820–832. doi:10.1111/j.1467-8535.2012.01362.x. Archived from the original on 2 June 2020. Retrieved 30 March 2020.
- ^ Kester, Liesbeth; Kirschner, Paul; Corbalan, Gemma (May 2007). "Designing support to facilitate learning in powerful electronic learning environments". Computers in Human Behavior. 23 (3): 1047–1054. CiteSeerX 10.1.1.564.4050. doi:10.1016/j.chb.2006.10.001.
- ^ Campaña, Laura V.; Ouimet, Donald A. (January–February 2015). "iStimulation: Apple iPad Use with Ch". Journal of Visual Impairment & Blindness. 109 (1): 67–72. doi:10.1177/0145482X1510900110. S2CID 52225700.
- ^ a b c "Use of digital technology in education: Literature review" (PDF). South Australian Department for Education. 2021. Retrieved 25 September 2023.
- ^ Komal, Saxena; Abdul, Basit; Shukla, Vinod Kumar (27 December 2021). "Green Internet of Things (G-IoT) Technologies, Application, and Future Challenges". Green Internet of Things and Machine Learning. pp. 317–348. doi:10.1002/9781119793144.ch12. ISBN 978-1-119-79203-1.
- ^ Jamieson, Peter; Herdtner, Jeff (October 2015). More missing the Boat — Arduino, Raspberry Pi, and small prototyping boards and engineering education needs them (Research Paper) (Report).
- ^ a b Courts, B. & Tucker, J. (2012). "Using Technology To Create A Dynamic Classroom Experience". Journal of College Teaching & Learning. 9 (2), 121–128.
- ^ "Can Tweeting Help Your Teaching?". NEA. Archived from the original on 1 December 2009. Retrieved 8 April 2015.
- ^ Murray, Kristine; Rhonda Waller (May–June 2007). "Social Networking Goes Abroad" (PDF). Education Abroad. 16 (3): 56–59. Archived (PDF) from the original on 5 October 2013. Retrieved 27 July 2013.
- ^ Beagle, Martha; Hudges, Don. "Social Networking in Education". pelinks4u.org. Archived from the original on 5 October 2013. Retrieved 27 July 2013.
- ^ Pilgrim, Jodi; Christie Bledsoe (1 September 2011). "Learning Through Facebook: A Potential Tool for Educators". Delta Kappa Gamma.
- ^ a b Carpenter S. Definition: Whiteboard Archived 27 March 2016 at the Wayback Machine. TechTarget.
- ^ Mutsvairo, Bruce, ed. (2016). Digital Activism in the Social Media Era. doi:10.1007/978-3-319-40949-8. ISBN 978-3-319-40948-1.
- ^ Farwell (2013). "Keeping an Online Class Interesting and Interactive". Distance Learning. 10 (3): 27–32.
- ^ "A real-time interactive virtual classroom multimedia distance learning system".
- ^ McKinney, M. D. (1 September 1985). "Legislative Strategies Used by United School Administrators". Educational Considerations. 12 (2). doi:10.4148/0146-9282.1727. ISSN 0146-9282.
- ^ "RKDF UNIVERSITY | EDUCATION GLORIFIES NATION". rkdf.ac.in. Retrieved 25 May 2024.
- ^ "Student Services for Online Learners - OnlineEducation.com". www.onlineeducation.com. Retrieved 25 May 2024.
- ^ Vegas, Emiliana (14 April 2020). "School Closures, Government Responses, and Learning Inequality Around the World during COVID-19". Brookings. Archived from the original on 25 January 2021. Retrieved 14 February 2021.
- ^ Sharples, Mike (November 2013). "Shared orchestration within and beyond the classroom" (PDF). Computers & Education. 69: 504–506. doi:10.1016/j.compedu.2013.04.014. ISSN 0360-1315. S2CID 12469826. Archived (PDF) from the original on 31 July 2020. Retrieved 20 December 2019.
- ^ Sarasota, Darya; Ali Khalid; Sören Auer; Jörg Unbehauen (2013). "Crowd Learn: Crowdsourcing the Creation of Highly-structured E-Learning Content". 5th International Conference on Computer Supported Education CSEDU 2013. Archived from the original on 20 November 2019. Retrieved 12 July 2014.
- ^ "Teachers Manual on Formative Assessment" (PDF).
- ^ "Technology-enabled learning: More than e-Learning - Part 1: What does technology-enabled training management look like?". Training Development Excellence Essentials. Archived from the original on 16 March 2018. Retrieved 7 July 2017.
- ^ a b Alhazzaa, Kifah; Yan, Wei (1 June 2025). "Immersive technologies in Education: Exploring user experience and engagement in building energy simulations through AR and VR". Computers & Education: X Reality. 6 100097. doi:10.1016/j.cexr.2025.100097. ISSN 2949-6780.
- ^ Clark, R. C., Mayer, R. E. (2007). eLearning and the Science of Instruction. San Francisco: Pfeiffer. ISBN 978-0-7879-8683-4
- ^ Doroudi, Shayan (December 2023). "The Intertwined Histories of Artificial Intelligence and Education". International Journal of Artificial Intelligence in Education. 33 (4): 885–928. doi:10.1007/s40593-022-00313-2. ISSN 1560-4292.
- ^ Kamalov, Firuz; Santandreu Calonge, David; Gurrib, Ikhlaas (16 August 2023). "New Era of Artificial Intelligence in Education: Towards a Sustainable Multifaceted Revolution". Sustainability. 15 (16) 12451. arXiv:2305.18303. Bibcode:2023Sust...1512451K. doi:10.3390/su151612451. eISSN 2071-1050.
- ^ Chi, Michelene T.H.; Siler, Stephanie A.; Jeong, Heisawn; Yamauchi, Takashi; Hausmann, Robert G. (July 2001). "Learning from human tutoring". Cognitive Science. 25 (4): 471–533. doi:10.1207/s15516709cog2504_1. ISSN 0364-0213.
- ^ Bloom, Benjamin S. (June 1984). "The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring". Educational Researcher. 13 (6): 4–16. doi:10.3102/0013189x013006004. ISSN 0013-189X. S2CID 1714225.
- ^ Corbett, Albert T.; Anderson, John R. (1995). "Knowledge tracing: Modeling the acquisition of procedural knowledge". User Modeling and User-Adapted Interaction. 4 (4): 253–278. doi:10.1007/bf01099821. ISSN 0924-1868. S2CID 19228797.
- ^ Pardos, Zachary A.; Baker, Ryan S. J. D.; San Pedro, Maria O. C. Z.; Gowda, Sujith M.; Gowda, Supreeth M. (2013). "Affective states and state tests". Proceedings of the Third International Conference on Learning Analytics and Knowledge. New York, New York, US: ACM Press. p. 117. doi:10.1145/2460296.2460320. ISBN 978-1-4503-1785-6. S2CID 9225441.
- ^ Baker, Ryan S.J.d. (2007). "Modeling and understanding students' off-task behavior in intelligent tutoring systems". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York, New York, US: ACM Press. pp. 1059–1068. doi:10.1145/1240624.1240785. ISBN 978-1-59593-593-9. S2CID 13544854.
- ^ Beck, Joseph E.; Gong, Yue (2013), "Wheel-Spinning: Students Who Fail to Master a Skill", Artificial Intelligence in Education, Lecture Notes in Computer Science, vol. 7926, Springer Berlin Heidelberg, pp. 431–440, doi:10.1007/978-3-642-39112-5_44, ISBN 978-3-642-39111-8, S2CID 6105732
- ^ du Boulay, Benedict (6 August 2015). "Recent Meta-reviews and Meta-analyses of AIED Systems". International Journal of Artificial Intelligence in Education. 26 (1): 536–537. doi:10.1007/s40593-015-0060-1. ISSN 1560-4292. S2CID 1727756.
- ^ "The Zone of Proximal Development and Adaptive Learning Systems". www.wiley.com. Archived from the original on 14 August 2021. Retrieved 27 March 2021.
- ^ a b c d Hsu, Yu-Chang; Ching, Yu-Hui (7 June 2023). "Generative Artificial Intelligence in Education, Part One: the Dynamic Frontier". TechTrends. 67 (4): 603–607. doi:10.1007/s11528-023-00863-9. ISSN 8756-3894.
- ^ Huang, Kalley (16 January 2023). "Alarmed by A.I. Chatbots, Universities Start Revamping How They Teach". The New York Times. ISSN 0362-4331. Retrieved 17 March 2024.
- ^ Johnson, Arianna. "ChatGPT In Schools: Here's Where It's Banned—And How It Could Potentially Help Students". Forbes. Retrieved 17 March 2024.
- ^ Meckler, Laura; Verma, Pranshu (29 December 2022). "Teachers are on alert for inevitable cheating after release of ChatGPT". Washington Post. ISSN 0190-8286. Retrieved 17 March 2024.
- ^ "ChatGPT is going to change education, not destroy it". MIT Technology Review. Retrieved 17 March 2024.
- ^ Varanasi, Lakshmi. "New York City's public schools reverse their ban on ChatGPT — admitting it had been 'knee-jerk fear'". Business Insider. Retrieved 17 March 2024.
- ^ Verma, Vivek; Fleisig, Eve; Tomlin, Nicholas; Klein, Dan (13 November 2023), Ghostbuster: Detecting Text Ghostwritten by Large Language Models, arXiv:2305.15047
- ^ "I tried 4 AI detection tools and they were (mostly) disappointing". PCWorld. 25 November 2024. Retrieved 1 March 2025.
- ^ Su, Jiahong; Guo, Kai; Chen, Xinyu; Chu, Samuel Kai Wah (24 May 2023). "Teaching artificial intelligence in K–12 classrooms: a scoping review". Interactive Learning Environments. 32 (9): 5207–5226. doi:10.1080/10494820.2023.2212706. ISSN 1049-4820.
- ^ a b Foltynek, Tomas; Bjelobaba, Sonja; Glendinning, Irene; Khan, Zeenath Reza; Santos, Rita; Pavletic, Pegi; Kravjar, Július (1 May 2023). "ENAI Recommendations on the ethical use of Artificial Intelligence in Education". International Journal for Educational Integrity. 19 (1) 12. doi:10.1007/s40979-023-00133-4. ISSN 1833-2595.
- ^ Yu, Liheng; Yu, Zhonggen (9 March 2023). "Qualitative and quantitative analyses of artificial intelligence ethics in education using VOSviewer and CitNetExplorer". Frontiers in Psychology. 14 1061778. doi:10.3389/fpsyg.2023.1061778. ISSN 1664-1078. PMC 10035335. PMID 36968737.
- ^ a b Yang, Stephen J. H. (2021). "Precision Education - A New Challenge for AI in Education". Educational Technology & Society. 24 (1): 105–108.
- ^ a b Rideout, V.; Vanderwater, E.; Wartella, E. (2003). Zero to six: Electronic media in the lives of infants, toddlers, and preschoolers (Report). Menlo Park, California: The Henry J. Kaiser Family Foundation. Archived from the original on 24 December 2014. Retrieved 24 November 2014.
- ^ Buckleitner, Warren (12 June 2008). "So Young, and So Gadgeted". The New York Times. Archived from the original on 23 December 2016. Retrieved 21 February 2017.
- ^ Meidlinger, K. "Choosing Media for Children Checklist: Adapted from Dr. Faith Rogow" (PDF). Kids Watch Monthly. San Francisco: KQED. Archived (PDF) from the original on 4 March 2016. Retrieved 20 November 2014.
- ^ "Technology in the Preschool Classroom". study.com. Archived from the original on 6 November 2018. Retrieved 16 September 2021.
- ^ "Technology and Young Children: Preschoolers and Kindergartners". National Association for the Education of Young Children. Washington, DC.
- ^ a b "ECE Technology: 10 Trending Tools for Teachers". Early Childhood Teacher. 29 August 2013. Archived from the original on 6 November 2018. Retrieved 16 September 2021.
- ^ "Best Apps for Preschoolers". icanteachmychild.com. 4 September 2012. Archived from the original on 6 November 2018. Retrieved 16 September 2021.
- ^ a b "Guiding Principles for Use of Technology with Early Learners". Office of Educational Technology. Archived from the original on 6 November 2018. Retrieved 16 September 2021.
- ^ a b Slagg, Alexander. "Teaching the Principles of Computer Science Early in K–12 Schools". Technology Solutions That Drive Education. Retrieved 25 September 2023.
- ^ publications. "The Rise of Cyber-Schools". The New Atlantis. Archived from the original on 25 February 2013. Retrieved 24 October 2012.
- ^ "Research Center: Charter Schools". Edweek.org. Archived from the original on 29 January 2013. Retrieved 24 October 2012.
- ^ publications (21 May 2014). "For Frustrated Gifted Kids, A World of Online Opportunities". KQED. Archived from the original on 24 May 2014. Retrieved 24 May 2014.
- ^ a b Cavanaugh, C (2009). "Effectiveness of cyber charter schools: A review of research on learnings". TechTrends. 53 (4): 28–31. doi:10.1007/s11528-009-0302-x. S2CID 150964098.
- ^ Benno, Mark (29 November 2016). "Virtual Reality". Gifted Child Today. 21 (1): 12–14. doi:10.1177/107621759802100104. S2CID 220121504.
- ^ Heine, C.; Gerry, J.; Sutherland, L. S. (2015). "Chapter 14: Technology Education for High-Ability Students". In Dixon, F. A.; Moon, S. M. (eds.). The Handbook of Secondary Gifted Education. Waco, Texas: Prufrock Press, Inc. pp. 369–392. Archived from the original on 30 July 2020. Retrieved 1 January 2019.
- ^ Brochu, Michèle (2018). "Projet SEUR" (PDF). Rapport d'Activités: 37. Archived (PDF) from the original on 2 January 2019. Retrieved 2 January 2019.
- ^ "Ateliers de douance 9-12 ans du samedi". Collège Mont-Royal. Archived from the original on 2 January 2019. Retrieved 2 January 2019.
- ^ Major, Claire (2015). Teaching Online: A Guide to Theory, Research, and Practice. Baltimore, Maryland: Johns Hopkins University Press.
- ^ Jaggars, S. S.; Edgecombe, N.; Stacey, G. W. (2013). "What we know about online course outcomes (research overview)". Community College Research Center. Archived from the original on 4 April 2016. Retrieved 2 April 2016.
- ^ Ambient Insight Research (2009). "US Self-paced e-Learning Market". Monroe WA: Ambient Insight Research. Archived from the original on 2 April 2016. Retrieved 2 April 2016.
- ^ Repetto, M.; Trentin, G., eds. (2011). Faculty Training for Web-Enhanced Learning. Hauppauge, NY: Nova Science Publishers, Inc. ISBN 978-1-61209-335-2. Archived from the original on 14 August 2021. Retrieved 20 November 2014.
- ^ Hebert, D. G. (2007). "Five Challenges and Solutions in Online Music Teacher Education". Research and Issues in Music Education. 5 (1). Archived from the original on 31 August 2012. Retrieved 20 November 2014.
- ^ Youngberg, David (13 August 2012). "Why Online Education Won't Replace College--Yet". The Chronicle of Higher Education. Archived from the original on 29 November 2014. Retrieved 20 November 2014.
- ^ Pappano, Laura (2 November 2012). "The Year of the MOOC". The New York Times. Archived from the original on 27 March 2013. Retrieved 12 February 2013.
- ^ Kolowich, Steve (15 May 2014). "Conventional Online Higher Education Will Absorb MOOCs, 2 Reports Say". The Chronicle of Higher Education. Archived from the original on 17 September 2018. Retrieved 15 May 2014.
- ^ Fischer-Hübner, Simone; Martucci, Leonardo A.; Fritsch, Lothar; Pulls, Tobias; Herold, Sebastian; Iwaya, Leonardo H.; Alfredsson, Stefan; Zuccato, Albin (2018). "A MOOC on Privacy by Design and the GDPR" (PDF). In Drevin, Lynette; Theocharidou, Marianthi (eds.). Information Security Education – Towards a Cybersecure Society. IFIP Advances in Information and Communication Technology. Vol. 531. Springer International Publishing. pp. 95–107. doi:10.1007/978-3-319-99734-6_8. ISBN 978-3-319-99734-6.
- ^ Anderson, Ashton; Huttenlocher, Daniel; Kleinberg, Jon; Leskovec, Jure (2014). "Engaging with massive online courses". Proceedings of the 23rd international conference on World wide web. New York, New York, US: ACM Press. pp. 687–698. arXiv:1403.3100. Bibcode:2014arXiv1403.3100A. doi:10.1145/2566486.2568042. ISBN 978-1-4503-2744-2. S2CID 7007398.
- ^ a b Simoudis, Hector (8 December 2022). "How To Get Employees Engaged In Training And Why It's Important". eLearning Industry. Retrieved 25 September 2023.
- ^ Saba, Farhad (November–December 2011). "Distance Education in the United States: Past, Present, Future". Educational Technology. 51 (6): 11–18. ISSN 0013-1962. Archived from the original on 31 July 2020. Retrieved 29 May 2019.
- ^ a b Ross, S.; Morrison, G.; Lowther, D. (2010). "Educational technology research past and present: balancing rigor and relevance to impact learning" (PDF). Contemporary Educational Technology. 1 (1): 17. Archived (PDF) from the original on 5 October 2016. Retrieved 2 April 2016.
- ^ Hicks, S.D. (2011). "Technology in today's classroom: Are you a tech-savvy teacher?". The Clearing House. 84 (5): 188–191. doi:10.1080/00098655.2011.557406. S2CID 142593701.
- ^ Kronholz, J. (2011). "Getting at-risk teens to graduation". Education Next. Vol. 11, no. 4. ProQuest 1237831598.
- ^ "Start-up offers free coaching to 100 needy students via competitive exam". The Hindu. Retrieved 8 January 2025.
- ^ a b c d Masson, M (December 2014). "Benefits of TED Talks". Canadian Family Physician. 60 (12): 1080. PMC 4264800. PMID 25500595.
- ^ a b "What higher education students want from online learning | McKinsey". www.mckinsey.com. Retrieved 25 September 2023.
- ^ a b Dalsgaard, Christian. "Social software: E-learning beyond learning management systems". eurodl.org. University of Aarhus. Archived from the original on 20 May 2013. Retrieved 31 March 2013.
- ^ "Technology Uses in Education". Nsba.org. 9 December 2011. Archived from the original on 6 July 2013. Retrieved 22 March 2014.
- ^ a b "Technology Impact on Learning". Nsba.org. 9 December 2011. Archived from the original on 1 July 2013. Retrieved 22 March 2014.
- ^ Warschauer, M.; Matuchniak, T. (2010). "New technology and digital worlds: analyzing evidence of equity in access, use and outcomes". Review of Research in Education. 34 (1): 179–225. doi:10.3102/0091732X09349791. hdl:11059/15126. S2CID 145400905.
- ^ "CRTC issues annual report on the state of the Canadian communication system" (Press release). CRTC. 27 September 2013. Archived from the original on 27 February 2014.
- ^ Theen, Andrew (12 February 2012). "MIT Begins Offering Free Online Course With Certificate". Bloomberg News. Archived from the original on 25 December 2014.
- ^ Kemp, Nenagh; Grieve, Rachel (1 January 2014). "Face-to-face or face-to-screen? Undergraduates' opinions and test performance in classroom vs. online learning". Frontiers in Psychology. 5: 1278. doi:10.3389/fpsyg.2014.01278. PMC 4228829. PMID 25429276.
- ^ Deschaine, Mark; Whale, David (2017). "Increasing Student Engagement in Online Educational Leadership Courses" (PDF). Journal of Educators Online: 6. Archived (PDF) from the original on 31 December 2018.
- ^ An, Y. J.; Reigeluth, C. (2011). "Creating Technology-Enhanced, Learner-Centered Classrooms: K–12 Teachers' Beliefs, Perceptions, Barriers, and Support Needs" (PDF). Journal of Digital Learning in Teacher Education. 28 (2): 54–62. doi:10.1080/21532974.2011.10784681. ISSN 2153-2974. S2CID 10783064. Archived from the original (PDF) on 5 July 2016.
- ^ a b "Hiring Practices and Attitudes: Traditional vs. Online Degree Credentials SHRM Poll". SHRM. 19 August 2010. Archived from the original on 23 April 2016.
- ^ "Study: iPads improve Kindergarten literacy scores". Engadget. Archived from the original on 26 October 2015.
- ^ "Global E-Learning Market 2017 to Boom $275.10 Billion Value by 2022 at a CAGR of 7.5% – Orbis Research". Archived from the original on 27 May 2018.
- ^ Boser, U. (2013). "Are Schools Getting a Big Enough Bang for Their Education Technology Buck?" (PDF). American Progress. pp. 1–12. Archived (PDF) from the original on 17 May 2014.
- ^ Culp, K.M.; Honey, M.; Mandinach, E. (2005). "A retrospective on twenty years of education technology policy". Journal of Educational Computing Research. 32 (3): 279–307. doi:10.2190/7W71-QVT2-PAP2-UDX7. S2CID 61281934.
- ^ a b Lai, K.W. (2008). "ICT Supporting the Learning Process: The Premise, Reality, and Promise". International Handbook of Information Technology in Primary and Secondary Education. Springer US. pp. 215–230.
- ^ a b Postman, N. (1992). Technopoly: the surrender of culture to technology. New York. New York, NY: Vintage Books. ISBN 978-0-679-74540-2.
- ^ "Baby DVDs, Videos May Hinder, Not Help, Infants' Language Development". University of Washington Press. 7 August 2007. Archived from the original on 15 February 2015.
- ^ "Baby Einsteins: Not So Smart After All". Time. 6 August 2007. Archived from the original on 4 January 2015.
- ^ "TV for Babies: Does It Help or Hurt?". Time. 3 March 2009. Archived from the original on 4 January 2015.
- ^ Moret, B. (8 June 2012). "No television for babies: Why TV is bad for young children". The Washington Times. Archived from the original on 4 January 2015.
- ^ Cuban, L. (1998). "High-Tech Schools and Low-Tech Teaching". Journal of Computing in Teacher Education. 14 (2): 6–7. doi:10.1080/10402454.1998.10784333. S2CID 109024575. Archived from the original on 30 July 2020.
- ^ Ho, A. D.; Reich, J.; Nesterko, S.; Seaton, D. T.; Mullaney, T.; Waldo, J.; Chuang, I. (2014), HarvardX and MITx: The first year of open online courses, HarvardX and MITx Working Paper No. 1, doi:10.2139/ssrn.2381263, hdl:1721.1/96649, S2CID 111039113, SSRN 2381263
- ^ D F O Onah; J E Sinclair; R Boyatt (2014). "Dropout Rates of Massive Open Online Courses: Behavioural Patterns". ResearchGate. doi:10.13140/rg.2.1.2402.0009.
- ^ Trucano, M. (11 December 2013). More about MOOCs and developing countries. EduTech: A World Bank Blog on ICT use in Education
- ^ Trenholm, Sven (21 July 2016). "A Review of Cheating in Fully Asynchronous Online Courses: A Math or Fact-Based Course Perspective". Journal of Educational Technology Systems. 35 (3): 281–300. doi:10.2190/Y78L-H21X-241N-7Q02. S2CID 62756308. Archived from the original on 14 August 2021.
- ^ Fawaz, Mirna; Samaha, Ali (January 2021). "E-learning: Depression, anxiety, and stress symptomatology among Lebanese university students during COVID-19 quarantine". Nursing Forum. 56 (1): 52–57. doi:10.1111/nuf.12521. ISSN 0029-6473. PMID 33125744. S2CID 226218330.
- ^ a b c Ritchel, Matt (21 November 2010). "Growing up Digital, Wired for Distraction". The New York Times. Archived from the original on 13 November 2013.
- ^ Begley, Sharon. "The Science of Making Decisions" Archived 1 July 2014 at the Wayback Machine. Newsweek 27 February 2011. Web. 14 March 2011.
- ^ a b Small, G.; Vorgan, G. (2008). "Meet Your iBrain". Scientific American Mind. 5 (19): 42–49. doi:10.1038/scientificamericanmind1008-42 (inactive 3 July 2025).
{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link) - ^ Cuban, Larry (2001). Oversold and Underused: Computers in the Classroom (PDF). Harvard University Press. Archived from the original (PDF) on 9 August 2017.
- ^ a b c Winner, Langdon (1986). The Whale and the Reactor. The University of Chicago Press.
- ^ Marx, Leo (2010). "Technology: The Emergence of a Hazardous Concept". Technology and Culture. 51 (3): 561–577. doi:10.1353/tech.2010.0009. S2CID 92982580.
- ^ Papert, S. (1980). Mindstorms: Children computers and powerful ideas (PDF). New York, NY: Basic Books. Archived from the original (PDF) on 6 November 2015.
- ^ Willingham, Daniel (Summer 2010). "Have Technology and Multitasking Rewired How Students Learn?". American Educator (Summer 2010): 23–28.
- ^ a b Wei, L.; Hindman, D. (2011). "Does the Digital Divide Matter More? Comparing the Effects of New Media and Old Media Use on the Education-Based Knowledge Gap". Mass Communication and Society. 14 (1): 216–235. doi:10.1080/15205431003642707. S2CID 144745385.
- ^ a b c d e f Jenkins, H. (2009). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Cambridge, MA: The MIT Press.
- ^ a b c Frida Alim, Nate Cardozo, Gennie Gebhart, Karen Gullo, Amul Kalia, Spying on Students. School-issued devices and student privacy Archived 13 April 2017 at the Wayback Machine, 13 April 2017, Executive summary.
- ^ Education Technologies: Data Collection and Unsecured Systems Could Pose Risks to Students (Report). Federal Bureau of Investigation Internet Crime Complaint Center. 13 September 2018. Archived from the original on 2 June 2020.
- ^ a b c Schlosser, Lexi; Hood, Christine E.; Hogan, Ellen; Baca, Bobby; Gentile-Mathew, Amelia (1 December 2022). "Choosing the Right Educational Technology Tool for Your Teaching: A Data-Privacy Review and Pedagogical Perspective into Teaching with Technology". Journal of Educational Technology Systems. 51 (2): 236–251. doi:10.1177/00472395221137298. ISSN 0047-2395.
- ^ Williamson, Ben; Bayne, Sian; Shay, Suellen (2020). "The datafication of teaching in Higher Education: Critical issues and perspectives". Teaching in Higher Education. 25 (4): 351–365. doi:10.1080/13562517.2020.1748811. hdl:20.500.11820/ea598f82-d14c-4456-816d-dab026b9f481. S2CID 219036372.
- ^ Williamson, Ben (2018). "The hidden architecture of higher education: Building a big data infrastructure for the 'smarter university'". International Journal of Educational Technology in Higher Education. 15 12. doi:10.1186/s41239-018-0094-1. hdl:20.500.11820/6b8ea96e-be1b-4d17-9cdc-a768615d1c69. S2CID 3759016.
- ^ a b Titchiev, Inga; Caftanatov, Olesea; Talambuta, Dan (December 2023). "Challenges associated with using AR technology in education". Computer Science Journal of Moldova. 31 (3(93)): 367–380. doi:10.56415/csjm.v31.19.
- ^ a b Dolan, Jennifer E. (2 January 2016). "Splicing the Divide: A Review of Research on the Evolving Digital Divide Among K–12 Students". Journal of Research on Technology in Education. 48 (1): 16–37. doi:10.1080/15391523.2015.1103147. ISSN 1539-1523.
- ^ Oliver, A.; Osa, J. O.; Walker, T. M. (2012). "Using instructional technologies to enhance teaching and learning for the 21st century pre K-12 students: The case of a professional education programs unit". International Journal of Instructional Media. 39 (4): 283–295.
- ^ a b Harris, J.; Mishra, P.; Koehler, M. (2009). "Teachers' Technological Pedagogical Integration Reframed" (PDF). Journal of Research on Technology in Education. 41 (4): 393–416. doi:10.1080/15391523.2009.10782536. S2CID 15789445. Archived (PDF) from the original on 10 September 2016.
- ^ De Castell, S. (2011). "Ludic Epistemology: What Game-Based Learning Can Teach Curriculum Studies". Journal of the Canadian Association for Curriculum Studies. 8 (2): 19–27. Archived from the original on 17 April 2016.
- ^ Robinson, T. (2006). Schools Kill Creativity. TED Talks.
- ^ a b Gómez-García, Gerardo; Hinojo-Lucena, Francisco-Javier; Alonso-García, Santiago; Romero-Rodríguez, José-María (2 June 2021). "Mobile Learning in Pre-Service Teacher Education: Perceived Usefulness of AR Technology in Primary Education". Education Sciences. 11 (6): 275. doi:10.3390/educsci11060275. ISSN 2227-7102.
- ^ Eisenberg, M (2008). "Information Literacy: Essential Skills for the Information Age". DESIDOC Journal of Library & Information Technology. 28 (2): 39–47. doi:10.14429/djlit.28.2.166.
- ^ Fletcher, S (2013). "Machine Learning". Scientific American. 309 (2): 62–68. Bibcode:2013SciAm.309b..62F. doi:10.1038/scientificamerican0813-62. PMID 23923208.
- ^ a b Beatty, Ian D; Gerace, William J (January 2009). "Technology-Enhanced Formative Assessment: A Research-Based Pedagogy for Teaching Science with Classroom Response Technology". Journal of Science and Technology. 18 (2): 146. Bibcode:2009JSEdT..18..146B. doi:10.1007/s10956-008-9140-4. S2CID 40547715.
- ^ Fies, Carmen; Marshall, Jill (March 2006). "Classroom Response Systems: A Review of the Literature". Journal of Science Education and Technology. 15 (1): 101. Bibcode:2006JSEdT..15..101F. doi:10.1007/s10956-006-0360-1. S2CID 17608112.
- ^ a b c Abrahamson, Louis (2007). "A Brief History of Networked Classrooms". In Tomei, Lawrence A. (ed.). Online and Distance Learning: Concepts, Methodologies, Tools, and Applications: Concepts, Methodologies, Tools, and Applications. IGI Global. pp. 78–100. ISBN 978-1-59904-936-6. At pp. 79–80, 85.
- ^ a b Littauer, Raphael (October 1972). "Instructional Implications of a Low-Cost Electronic Student Response System". Educational Technology. 12 (10): 69–71. JSTOR 44419363.
- ^ a b Intemann, Leslie (20 February 2006). "Clicking in class helps lecturers from appearing remote by using student remotes as instructional tool". Cornell Chronicle.
- ^ a b Marriott, Pru; Lau, Alice (2008). "The use of on-line summative assessment in an undergraduate financial accounting course". Journal of Accounting Education. 26 (2): 73–90. doi:10.1016/j.jaccedu.2008.02.001.
- ^ "An Introduction to E-marking" (PDF). SQA. Archived (PDF) from the original on 4 March 2016.
- ^ "State government of India announces that it would be using e-marking for all streams from 2016". The Times of India. 2 June 2015. Archived from the original on 6 June 2015.
- ^ "What is Self Assessment?". nzqa. Archived from the original on 14 June 2016.
- ^ "Student Self-Assessment". unsw. Archived from the original on 13 August 2016.
- ^ Nagy, A. (2005). "The Impact of E-Learning". In Bruck, P.A.; Buchholz, A.; Karssen, Z.; Zerfass, A. (eds.). E-Content: Technologies and Perspectives for the European Market. Berlin: Springer-Verlag. pp. 79–96.
- ^ European Commission (2000). Communication from the Commission: E-Learning – Designing "Tejas at Niit" tomorrow's education. Brussels: European Commission
- ^ a b c d "E-Learning Market Trends & Forecast 2014 - 2016 Report" (PDF). www.docebo.com. Docebo. Archived from the original (PDF) on 28 December 2016.
- ^ McCue, T. J. (27 August 2014). "Online Learning Industry Poised for $107 Billion in 2015". Forbes. Archived from the original on 25 August 2017.
Further reading
[edit]- Betts, Kristen, et al. "Historical review of distance and online education from 1700s to 2021 in the United States: Instructional design and pivotal pedagogy in higher education." Journal of Online Learning Research and Practice 8.1 (2021) pp 3–55 online.
External links
[edit]
Media related to Educational technology at Wikimedia Commons- "Schools of the Future: Learning On-Line" 1994 documentary from KETC
Educational technology
View on GrokipediaEducational technology refers to the systematic application of technological processes, resources, and tools to facilitate learning and enhance performance by addressing instructional problems through design, development, utilization, management, and evaluation.[1] This field integrates hardware such as computers and interactive devices, software including learning management systems, and methodologies like adaptive algorithms to support educational processes across formal and informal settings.[2] Originating with early 20th-century audiovisual aids like films and radio broadcasts, educational technology advanced significantly post-World War II through programmed instruction and computer-assisted learning, accelerating in the 1990s with widespread internet access and digital platforms that enabled online and blended learning models.[3] Key achievements include expanded access to educational resources in remote areas and personalized instruction via data-driven adaptations, as evidenced by meta-analyses showing small to moderate positive impacts on mathematics and science achievement in K-12 settings, with effect sizes around 0.35 for technology-supported interventions.[4][5] Despite these gains, empirical evidence reveals inconsistent overall effectiveness, with online learning outcomes often equivalent to traditional methods rather than superior, underscoring the critical role of pedagogical integration over mere tool deployment.[6] Controversies center on the digital divide, where socioeconomic disparities in device and broadband access perpetuate educational inequalities, and excessive screen time, linked in longitudinal studies to potential deficits in attention and academic engagement without offsetting benefits from educational use.[7][8] These issues highlight causal factors like implementation fidelity and equity in resource distribution as determinants of net impact, rather than technology's inherent transformative power.[9]
Definition and Scope
Core Definition
Educational technology is the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources.[10] This definition, formulated by the Association for Educational Communications and Technology (AECT) and refined through peer-reviewed consensus in the field, positions the discipline as a systematic integration of theory, research, and application rather than isolated tool deployment.[11] It prioritizes evidence-based methods to address learning challenges, drawing on empirical data from controlled studies showing that technology enhances outcomes when aligned with cognitive and behavioral principles, such as spaced repetition in digital flashcards yielding retention rates up to 200% higher than traditional methods in randomized trials.[12] At its core, educational technology involves five interconnected domains: design (specifying learning objectives and selecting tools), development (building or adapting resources like interactive simulations), utilization (implementing in classrooms or online environments), management (overseeing adoption and maintenance), and evaluation (assessing impact via metrics like pre-post test scores or engagement logs).[10] For instance, adaptive learning platforms adjust content difficulty in real-time based on student responses, with meta-analyses of over 50 studies reporting average effect sizes of 0.35 standard deviations on achievement when properly scaffolded.[12] The ethical dimension mandates considerations like algorithmic bias mitigation and ensuring technologies do not exacerbate inequalities, as evidenced by longitudinal data from 2010–2020 revealing persistent digital divides where low-income students lag in access by 20–30 percentage points.[1] Unlike ad hoc technology use, such as unguided screen time, educational technology demands causal analysis of how tools mediate instruction—e.g., virtual reality simulations improving spatial reasoning by 15–25% in STEM fields through embodied cognition principles, per experimental designs.[13] This field evolved from earlier hardware-focused views (e.g., 1963 definitions emphasizing audiovisual aids) to a broader, process-oriented framework by the 2000s, reflecting accumulated evidence that performance gains stem from human-technology interplay rather than tech novelty alone.[14]Related Concepts and Distinctions
Educational technology is often conflated with instructional technology, but the former encompasses a systematic field of study and ethical practice aimed at facilitating learning and performance through theory, research, and resource management, while the latter narrows to the design, development, utilization, and evaluation of specific instructional processes and materials to achieve defined learning objectives.[10][15] This distinction, formalized by bodies like the Association for Educational Communications and Technology (AECT), highlights educational technology's broader integration of psychological and social sciences beyond mere tool deployment, as instructional technology treats media and methods as subsets within a performance-oriented framework.[10] E-learning represents a practical application within educational technology, defined as the delivery of educational content via digital platforms, often asynchronously over the internet, whereas educational technology addresses the foundational study and ethical optimization of such tools alongside non-digital processes.[16] For instance, e-learning platforms like learning management systems enable remote access but do not inherently incorporate the evaluative research on learning efficacy central to educational technology.[17] This separation underscores how e-learning prioritizes delivery mechanisms, potentially overlooking systemic issues like equity in access or long-term performance impacts analyzed in educational technology scholarship.[16] Educational technology intersects with educational psychology, which empirically examines cognitive, motivational, and developmental processes underlying learning, but diverges in application: the former leverages technological interventions to operationalize psychological principles, such as adaptive algorithms mirroring information processing models, without supplanting the discipline's focus on human behavior independent of tech.[18] Peer-reviewed analyses emphasize reciprocal influences, where educational psychology informs tech design—e.g., spaced repetition software rooted in memory consolidation research—yet cautions against over-reliance on unverified tech assumptions without psychological validation.[19] Related concepts include instructional design, a methodical approach to aligning content with learner needs often embedded in edtech implementations, and media literacy, which critiques how technological interfaces shape information processing distinct from pure content delivery.[20] These distinctions maintain educational technology's emphasis on evidence-based integration rather than isolated tool adoption.Historical Development
Ancient and Pre-Modern Precursors
The invention of writing systems in ancient Sumer around 3200 BCE constituted a pivotal precursor to educational technology, transforming ephemeral oral knowledge into durable, reproducible records. Sumerians developed cuneiform script impressed on clay tablets using reed styluses, which facilitated the documentation of mathematical tables, legal codes, and literary works essential for scribal training in edubba schools.[21] This medium enabled systematic instruction in arithmetic, astronomy, and administration, as evidenced by recovered tablets containing multiplication exercises and star catalogs dating to circa 2500 BCE.[22] Early calculating devices further augmented instructional capabilities in numerical education. The abacus, traceable to Babylonian merchants around 2400 BCE, employed movable pebbles or beads on a grooved surface to perform addition, subtraction, and multiplication, serving as a tactile tool for demonstrating place value and algorithmic processes.[23] In ancient China, during the Warring States period (475–221 BCE), similar bead frames evolved into precursors of the suanpan, integrated into Confucian academies for training officials in precise computation, thereby enhancing cognitive efficiency in quantitative reasoning over rote memorization.[24] In classical Greece and Rome, reusable writing surfaces advanced interactive learning. Greek students from the 5th century BCE onward practiced literacy on wax tablets coated with beeswax and inscribed with styluses, allowing erasable annotations during rhetorical exercises in paideia curricula.[25] Roman adaptations, including portable diptychs with hinged ivory tablets, supported portable, iterative drafting in grammar schools, prefiguring modern writable interfaces by enabling immediate feedback and revision without resource waste.[22] These tools, alongside rudimentary diagrams etched for geometric proofs as described by Euclid circa 300 BCE, underscored a shift toward mediated visualization in abstract instruction. Pre-modern East Asian innovations in text reproduction amplified access to educational materials. Woodblock printing, documented in China by the 2nd century CE during the Han Dynasty, involved carving reversed text into wooden blocks inked for transfer to paper, producing multiples of Confucian classics and astronomical charts for imperial examinations.[22] By the Tang Dynasty (618–907 CE), this technique disseminated over 80,000 volumes of instructional texts, reducing dependency on manual copying and enabling broader scholarly dissemination, though limited by labor-intensive carving compared to later movable type.[26] Such methods laid groundwork for scalable knowledge distribution, prioritizing empirical replication over elite oral traditions.20th-Century Audiovisual and Mechanical Innovations
In the early 20th century, educators increasingly adopted visual aids such as lantern slide projectors, which evolved from 19th-century devices to display photographic images for illustrating lectures and demonstrations in classrooms.[27] These were supplemented by motion picture projectors, with pioneers like Thomas Edison advocating for films as tools to make abstract concepts concrete; by 1910, companies began producing short educational films for nontheatrical use in schools, focusing on subjects like history and science.[28] Educational films gained traction during the 1920s and 1930s, often distributed through libraries and used to simulate real-world experiences, such as industrial processes or biological phenomena, though their effectiveness depended on teacher facilitation rather than passive viewing.[29] Radio broadcasting emerged as a major audiovisual innovation in the 1920s, with experimental programs delivering lessons directly to classrooms via dedicated receivers; for instance, stations like KDKA in Pittsburgh initiated school broadcasts in 1921, covering topics from music to current events, reaching thousands of students in remote areas.[30] By the 1930s and 1940s, organized networks such as the National Association of Educational Broadcasters coordinated scripted series, like "Schools of the Air," which structured curricula around daily airtime slots, though reception quality and scheduling conflicts limited widespread adoption.[31] These efforts peaked in the 1950s with post-war funding for educational radio, but empirical studies showed mixed results, with benefits in supplementing rather than replacing teacher-led instruction.[32] Mechanical innovations paralleled audiovisual developments, beginning with Sidney Pressey's 1920s devices—compact, shoebox-sized machines that administered multiple-choice tests and scored responses automatically using keys and counters, aimed at freeing teachers from routine grading.[33] Pressey's prototypes, patented in 1924, emphasized self-paced assessment but saw limited use due to high costs and skepticism about mechanizing learning.[34] In the 1950s, B.F. Skinner advanced this with his "teaching machine," a wooden box dispensing programmed instruction via printed cards and immediate feedback mechanisms, rooted in operant conditioning to reinforce step-by-step mastery; patented in 1958, it influenced programmed texts and early computer-assisted instruction, though real-world trials revealed challenges in scaling beyond simple drills.[35] [36] Mid-century audiovisual tools included filmstrip projectors, which allowed pausing for discussion via manual advancement, becoming staples in U.S. classrooms by the 1940s for subjects like geography and health.[27] Language laboratories proliferated in the 1950s, featuring tape recorders with dual tracks for model dialogues and student responses, enabling repetitive pronunciation practice in isolated booths; these setups, inspired by audio-lingual methods, equipped hundreds of U.S. schools by 1960 but required significant infrastructure investment.[37] [38] The overhead projector, invented by Roger Appeldorn at 3M in 1965, projected transparent acetates of handwritten or typed notes, facilitating dynamic presentations while allowing eye contact; its portability and ease led to near-universal adoption in education by the 1970s, outperforming opaque projectors in flexibility.[27] These innovations collectively shifted emphasis toward individualized pacing and sensory engagement, though evaluations often highlighted their dependence on skilled implementation to avoid superficial engagement.[39]Rise of Digital Computing (1980s–2000s)
The introduction of affordable personal computers in the 1980s marked the onset of digital computing in education, transitioning from mainframe systems to classroom-accessible devices. In the United States, the Apple II computer, released in 1977, gained prominence in schools through initiatives like the 1981 Apple Education Foundation, which donated machines and software; by 1983, approximately 325,000 computers were in use across U.S. schools, increasing to an estimated 3 million by 1988.[40] Early applications focused on programming education via tools like Logo, developed at MIT in the late 1960s but widely adopted in the 1980s for fostering computational thinking among students, and basic drill-and-practice software for subjects such as mathematics and language arts.[41] These systems emphasized individualized instruction, aligning with behaviorist principles, though access remained uneven, with urban and suburban schools outpacing rural ones due to funding disparities.[41] By the 1990s, advancements in hardware enabled multimedia integration, with CD-ROM drives allowing interactive encyclopedias and simulations that supplemented textbooks with video and audio content. Personal computer ownership in U.S. households rose from 15% in 1989 to higher levels by the mid-1990s, facilitating school-home connectivity, while school labs proliferated; a 1984 study indicated 30% of K-12 students used computers at both home and school, reflecting growing familiarity.[42] Software evolved to include object-oriented authoring tools for custom educational content and early intelligent tutoring systems, such as those based on artificial intelligence research from the 1980s, aiming to provide adaptive feedback.[42][43] Government policies, including the U.S. Department of Education's 1990s push for technology infrastructure, accelerated adoption, though student-to-computer ratios hovered around 1:5 by the early 2000s in many districts.[44] Research on impacts during this era revealed modest gains in specific skills, such as improved math proficiency from targeted software use, but limited evidence of broad academic transformation, often due to teacher training deficits and overemphasis on rote tasks rather than deep learning.[44] A 1990s review highlighted that while computers enhanced motivation and access to information, causal links to overall achievement were weak without pedagogical integration, prompting critiques of technology as a panacea amid equity concerns like the digital divide.[41][44] Into the 2000s, portable devices like laptops began entering classrooms, setting the stage for networked applications, though standalone computing dominated until broadband expansion.[3]Internet Era and Web-Based Tools (2010s)
The 2010s marked a pivotal expansion in educational technology through ubiquitous internet access and web-based platforms, enabling scalable delivery of instructional content beyond traditional classrooms. Massive Open Online Courses (MOOCs) emerged as a dominant innovation, with platforms like Coursera launching in April 2012 and edX in May 2012, offering free access to university-level courses from institutions such as Stanford and MIT.[45] [46] By the decade's end, MOOCs had enrolled over 380 million learners in more than 30,000 courses and 50 degree programs from over 1,000 institutions, though completion rates remained low at under 10% in many cases, highlighting limitations in self-directed online engagement.[46] [47] Web-based learning management systems (LMS) proliferated, facilitating course organization, assignment distribution, and student interaction via cloud infrastructure. Moodle and Canvas gained widespread adoption in higher education and K-12 settings, with Canvas reporting over 20 million users by 2019; these platforms integrated multimedia resources, quizzes, and analytics to track progress.[48] Google Classroom, introduced on August 6, 2014, streamlined workflows for educators by syncing with Google Drive and Gmail, reaching tens of millions of users and reducing administrative burdens through automated grading and feedback tools.[49] Khan Academy expanded its video library and interactive exercises during this period, growing from 1.8 million users in 2010 to over 10 million by 2012, supported by a 2010 investment from the Bill & Melinda Gates Foundation that accelerated content development in math and science.[50] [51] The flipped classroom model, leveraging web videos for pre-class learning, saw increased implementation in the 2010s, with surveys of adopters reporting 67% experiencing higher test scores, particularly among underperforming students.[52] Open Educational Resources (OER) advanced through initiatives like Creative Commons licensing expansions and institutional repositories, reducing textbook costs; by mid-decade, U.S. colleges reported OER adoption saving students an average of $100–200 per course.[53] These tools collectively democratized access but revealed disparities in digital infrastructure, as broadband penetration varied globally, constraining equitable implementation.[54] Despite hype, empirical studies indicated mixed efficacy, with web-based interventions succeeding most when blended with in-person guidance rather than fully replacing it.[47]AI Integration and Post-2020 Acceleration
The COVID-19 pandemic from 2020 onward catalyzed a surge in digital education adoption, with global edtech spending reaching $227 billion in 2020 and projected to hit $404 billion by 2025, laying groundwork for AI integration by expanding access to online platforms and data analytics.[55] This shift coincided with advancements in machine learning models, notably OpenAI's GPT-3 release in June 2020, which enabled more sophisticated natural language processing for educational applications, though widespread integration accelerated after the November 2022 launch of ChatGPT, a user-friendly generative AI interface that demonstrated capabilities in generating explanations, quizzes, and lesson plans for teachers' use in planning, student personalization, and feedback provision.[56] Empirical data from surveys indicate that by 2023, 88% of teachers and 79% of students reported positive impacts from tools like ChatGPT, including enhanced personalization and efficiency in tasks such as tutoring and content creation.[57] Policy shifts from organizations like the National Education Association support this adoption through guidance on AI literacy and professional development for educators.[58] AI integration post-2020 has primarily manifested in adaptive learning systems that use algorithms to tailor content to individual student performance, with platforms like Duolingo incorporating AI-driven personalization since 2020 to adjust lesson difficulty in real-time, resulting in reported improvements in retention rates by up to 30% in language acquisition tasks.[59] Intelligent tutoring systems, powered by reinforcement learning and natural language generation, emerged as key tools; for instance, Khan Academy's Khanmigo, launched in March 2023, employs GPT-4 to provide step-by-step guidance, with pilot studies showing increased student engagement without replacing human instruction.[56] Automated grading and assessment tools, such as Gradescope, which uses AI for evaluating subjective responses, reduced teacher workload by 50-70% in higher education settings by 2023, though accuracy varies for complex subjects like essay writing, where human oversight remains essential to mitigate errors from model hallucinations.[60] Market analyses project the AI in education sector to grow from $5.88 billion in 2024 to $32.27 billion by 2030 at a 31.2% CAGR, driven by demand for these scalable solutions amid teacher shortages.[61] Despite benefits, post-2020 AI adoption has raised empirical concerns over academic integrity and equity. ChatGPT's accessibility led to increased plagiarism incidents, with studies finding users 1.5 times more likely to submit AI-generated work undetected in 2023 assessments, prompting institutions like Sciences Po to implement bans.[62] [63] Bias in training data persists, as AI models trained on internet corpora often perpetuate demographic disparities in recommendations, with UNESCO reporting in 2021 that unaddressed algorithmic biases could exacerbate educational inequalities in underrepresented regions.[64] By 2025, approximately 54% of students used AI tools daily or weekly, but only 20-30% of educators received training, highlighting implementation gaps that risk widening divides between well-resourced and underfunded schools.[65] Peer-reviewed analyses emphasize that while AI enhances efficiency, causal evidence links overreliance to reduced critical thinking, as students using generative tools for core tasks showed 15-20% lower retention in controlled experiments.[66] Ongoing research from bodies like the U.S. Department of Education underscores the need for human-AI hybrid models to preserve pedagogical depth.[56]Theoretical Foundations
Behaviorism and Instructional Design
Behaviorism posits that learning occurs through observable changes in behavior elicited by environmental stimuli, reinforced by consequences such as rewards or punishments, with internal mental states deemed irrelevant or unmeasurable.[67] In the context of educational technology, this theory underpinned early efforts to engineer instruction for efficient skill acquisition, emphasizing repetition, immediate feedback, and sequential mastery of discrete units to shape desired responses.[68] Pioneered by figures like John B. Watson in 1913 and refined by B.F. Skinner, behaviorist principles rejected introspective psychology in favor of empirical conditioning experiments, influencing tools that automated reinforcement to scale individualized pacing beyond teacher constraints.[69] A foundational application emerged with programmed instruction, which broke complex subjects into small, incremental steps where learners responded actively and received instant correction, minimizing errors to near zero through shaping via positive reinforcement.[70] Skinner's teaching machines, prototyped in the 1950s, exemplified this: mechanical or later digital devices presented frames of content, prompted responses, and confirmed accuracy before advancing, drawing from his operant conditioning research showing pigeons and rats learned faster under controlled, error-free schedules.[70] By 1958, Skinner advocated these machines for self-instruction at scale, arguing they optimized conditions for verbal behavior acquisition without rote memorization, as demonstrated in Harvard trials where students mastered arithmetic via linear sequences.[67] Earlier precursors included Sidney Pressey's 1920s automated testing devices, which provided feedback on multiple-choice items to reinforce correct selections, though limited by mechanical complexity until electronics enabled broader adoption in the 1960s.[39] This behaviorist framework directly informed instructional design models by prioritizing behavioral objectives—specific, measurable outcomes like "the learner will correctly solve 90% of equations"—over vague goals, with sequencing derived from task analysis to ensure prerequisite mastery.[71] Models such as Gagné's Nine Events of Instruction (1965), rooted in stimulus-response hierarchies, structured lessons around gaining attention, informing new material, eliciting practice, and providing reinforcement, principles embedded in early computer-assisted instruction (CAI) systems like PLATO (1960), which used branching programs to adapt based on response accuracy.[67] Empirical studies from the era, including Skinner's lab data, validated these for procedural skills, with meta-analyses showing programmed methods yielded effect sizes of 0.5–1.0 standard deviations in retention for factual and rule-based learning compared to traditional lectures.[67] In modern ed tech, behaviorist elements persist in adaptive algorithms for drill-and-practice apps, where spaced repetition and gamified rewards (e.g., badges for streaks) leverage variable-ratio schedules to boost engagement and compliance, as evidenced by Duolingo's 500 million users achieving habituated practice through micro-reinforcements.[72] Despite shifts toward cognitivism, behaviorism's causal emphasis on verifiable contingencies remains empirically robust for domains requiring automaticity, such as language phonics or math fluency, where randomized trials confirm reinforcement outperforms discovery methods by 20–30% in speed to proficiency.[73] Instructional designers applying these principles today integrate them selectively, using tools like learning management systems for quizzes with automated scoring to enforce mastery thresholds before progression, avoiding over-reliance by combining with higher-order tasks.[74] Critiques from cognitive paradigms highlight limitations in fostering transfer or creativity, yet behaviorist designs excel in scalable, low-variance outcomes, as Skinner's 1968 analysis of classroom data illustrated reduced individual differences under programmed control.[67]Cognitivism and Information Processing
Cognitivism emerged as a reaction to behaviorism in the mid-20th century, emphasizing internal mental processes such as perception, memory, and problem-solving in learning, rather than observable behaviors alone.[75] In educational technology, this paradigm informs the design of tools that facilitate active information processing, such as simulations and interactive software that encourage learners to organize and integrate new knowledge into existing schemas.[76] Key theorists like Jean Piaget highlighted developmental stages of cognitive growth, influencing edtech applications that adapt content to learners' readiness levels, while David Ausubel's meaningful learning theory underscores the importance of anchoring new information to prior knowledge, a principle applied in knowledge-mapping tools and hyperlinked digital curricula.[77] Information processing theory, formalized in models like Atkinson and Shiffrin's 1968 multi-store framework, posits that learning involves sensory input filtered into short-term memory (limited to about 7±2 chunks, per Miller's 1956 capacity research), then encoded into long-term storage through rehearsal and elaboration.[78] [79] Educational technologies leverage this by incorporating features like spaced repetition algorithms in apps (e.g., Anki, developed in 2006), which optimize rehearsal timing to enhance retention via the spacing effect, empirically supported by studies showing up to 200% improvement in long-term recall compared to massed practice.[80] Adaptive learning platforms, such as those using Bayesian knowledge tracing, dynamically adjust content difficulty to match working memory demands, preventing overload and promoting deeper encoding.[81] Cognitive load theory, developed by John Sweller in the 1980s, extends these ideas by distinguishing intrinsic load (inherent complexity of material), extraneous load (poor instructional design), and germane load (effort toward schema construction), advocating minimization of the former two to free resources for learning.[82] In edtech, this manifests in multimedia design principles from Richard Mayer's Cognitive Theory of Multimedia Learning (2001), such as the coherence principle (eliminating extraneous visuals to reduce split-attention effects) and the modality principle (favoring audio narration over on-screen text for concurrent processing channels), with meta-analyses confirming effect sizes of 0.3–0.5 standard deviations in learning gains. [83] For instance, video lectures segmented into 6–12 minute modules align with working memory limits, as evidenced by randomized trials showing reduced dropout rates and improved comprehension scores.[84] These frameworks underpin intelligent tutoring systems (ITS), which since the 1980s have used rule-based algorithms to provide scaffolded feedback mimicking human tutors, with evaluations of systems like AutoTutor demonstrating Cohen's d effect sizes of 0.8 for problem-solving skills in STEM domains.[85] However, empirical critiques note that while cognitivist edtech excels in structured domains like mathematics, its assumptions of uniform processing capacities overlook individual differences in attentional control, as highlighted in neuroimaging studies revealing variability in prefrontal activation during multitasking with digital interfaces.[86] Thus, effective implementation requires empirical validation through controlled experiments rather than untested assumptions of mental modularity.[87]Constructivism and Learner-Centered Models
Constructivism posits that learners actively build knowledge through personal experiences and interactions rather than passively receiving information from instructors.[88] This theory draws from Jean Piaget's cognitive constructivism, emphasizing individual processes of assimilation and accommodation where learners integrate new information into existing mental schemas, and Lev Vygotsky's social constructivism, which highlights collaborative learning within the zone of proximal development supported by scaffolding from peers or tools.[89] In educational technology, constructivist principles manifest through digital tools that facilitate exploration, such as simulations, virtual reality environments, and collaborative platforms, enabling students to experiment and co-construct understanding.[90] Learner-centered models extend constructivism by prioritizing individual agency, prior knowledge, and contextual relevance over standardized instruction.[91] EdTech applications include adaptive learning systems that adjust content based on user interactions and project-based platforms like learning management systems (LMS) for group problem-solving.[92] For instance, digital storytelling tools allow students to synthesize information creatively, aligning with Vygotsky's emphasis on social mediation.[90] These approaches aim to foster deeper comprehension by encouraging hypothesis testing and reflection, as seen in augmented reality applications that support experiential learning.[93] Empirical evidence on effectiveness is mixed; a meta-analysis of constructivist interventions found moderate positive effects on academic achievement, with effect sizes around 0.47, particularly in higher-order thinking tasks.[94] However, studies in K-12 settings indicate learner-centered tech strategies correlate with improved outcomes in 80% of reviewed cases, though benefits diminish without teacher guidance to correct misconceptions.[95] Criticisms highlight risks of knowledge fragmentation, where unguided exploration reinforces errors if prior schemas are inaccurate, and philosophical tensions with objective scientific learning, as constructivism may undervalue direct transmission of verified facts.[96] [97] Academic literature, often influenced by progressive paradigms, tends to overstate universal applicability, yet causal analyses suggest hybrid models combining constructivist exploration with structured feedback yield superior results for foundational skills.[98]Connectivism for Digital Networks
Connectivism, proposed by George Siemens in 2005, posits that learning in the digital age occurs primarily through the formation and maintenance of connections within networks of information and people, rather than solely within individual cognition.[99] This theory integrates elements from chaos, network, and complexity theories, emphasizing that knowledge is distributed across non-human appliances such as databases and software, and that the capacity to navigate these dynamic digital environments constitutes a key learning outcome.[99] In educational technology contexts, connectivism underscores the role of tools like search engines, social media platforms, and online communities in enabling learners to aggregate and discern relevant information from vast, rapidly evolving digital repositories.[100] The theory outlines eight core principles that guide its application to digital networks: learning and knowledge rest in the diversity of opinions; learning is a process of connecting specialized nodes or information sources; learning may reside in non-human appliances; maintaining and nurturing connections is necessary for continuous learning; the ability to perceive connections between fields, ideas, and concepts is a core skill; up-to-date knowledge is the goal of learning activities; decision-making is a learning process; and choosing what to learn is central to the process.[101] These principles shift focus from static knowledge acquisition—prevalent in earlier paradigms like constructivism—to dynamic pattern recognition and network traversal, facilitated by technologies such as learning management systems and collaborative platforms that support asynchronous and synchronous interactions across global networks.[102] In practice, connectivism informs educational technologies that promote decentralized, learner-driven exploration, such as massive open online courses (MOOCs) and social learning networks, where participants co-create knowledge through shared digital artifacts and discussions.[103] For instance, platforms enabling real-time connectivity, like forums and wikis, allow learners to tap into collective intelligence, aligning with the theory's view that currency of information depends on ongoing network engagement rather than rote memorization.[99] However, critics argue that connectivism lacks empirical validation through experimental studies and fails to sufficiently explain underlying cognitive mechanisms, positioning it more as a descriptive framework for technology-enhanced pedagogy than a comprehensive learning theory.[104] Others contend it overlooks individual semiotics and established principles from prior theories, potentially overemphasizing external networks at the expense of internal knowledge processing.[105][106] Despite these limitations, its relevance persists in digital education, where rapid knowledge obsolescence—evidenced by information half-lives shrinking to mere years—necessitates adaptive networking skills over traditional retention.[99]Core Technologies
Hardware: Devices and Infrastructure
Hardware devices in educational technology primarily consist of computing and interactive tools that enable direct engagement with digital content, ranging from personal portable units to classroom-shared displays. Laptops and tablets dominate as core student-facing devices, offering processing power for running educational applications and accessing networked resources. Laptops support multitasking and peripheral connectivity, making them suitable for advanced simulations and programming, while tablets prioritize lightweight portability and intuitive touch interfaces for younger learners or mobile scenarios./04:_Hardware_and_Devices_in_Education)[107] Interactive whiteboards, often termed smartboards, function as large touch-sensitive surfaces linked to computers and projectors, allowing teachers to annotate digital materials in real-time and facilitate group interactions. These devices, which emerged prominently in the early 2000s, enhance traditional blackboard use by supporting multimedia integration and remote collaboration features. Adoption has been widespread in developed regions for interactive lecturing, though efficacy depends on teacher training and software compatibility.[108][109] Supporting infrastructure includes wired and wireless networks, servers, and broadband connections essential for device functionality in edtech ecosystems. Globally, internet connectivity in schools remains uneven, with only about 50% of lower secondary institutions connected as of 2022, limiting access to cloud-based tools and online curricula in many developing areas.[110] In the United States, while investments have boosted school broadband, more than half of districts reported in recent surveys that none of their schools achieve the Federal Communications Commission's long-term goal of 1 Gbps per 1,000 students by 2023, highlighting persistent gaps in high-capacity infrastructure.[111][112] Local area networks (LANs) and Wi-Fi systems are critical for intra-school device synchronization, but require ongoing maintenance to counter obsolescence and cybersecurity risks. Power reliability and device charging stations also form foundational elements, as inadequate electrical infrastructure can disrupt deployment in under-resourced settings.[113] The digital divide exacerbates disparities, with rural and low-income schools facing higher barriers to hardware procurement and infrastructure upgrades due to costs exceeding millions per district for comprehensive overhauls. Empirical studies link sufficient bandwidth—ideally exceeding 100 Mbps per 1,000 users for basic edtech—to improved learning outcomes via real-time video and data streaming, underscoring causal dependencies on physical connectivity over mere device availability.[114][115]Software: Platforms and Applications
Learning Management Systems (LMS) form the backbone of educational software platforms, enabling educators to deliver course content, manage assessments, and track student progress. These systems integrate features such as content repositories, quizzes, forums, and analytics to support both synchronous and asynchronous learning environments. As of 2025, the global education software market is projected to reach approximately $185 billion, driven by demand for scalable digital tools in K-12 and higher education sectors.[116] Moodle, an open-source LMS developed by Martin Dougiamas and first released in 2002, powers over 100,000 sites worldwide and supports more than 130 million users across 200 countries. Its modular design allows customization through plugins for activities like wikis, blogs, and SCORM-compliant content, emphasizing collaborative and constructivist pedagogies. Moodle's free availability under the GNU General Public License has made it popular in resource-constrained institutions, though it requires technical expertise for hosting and maintenance.[117][118] Canvas LMS, developed by Instructure and launched in 2011, holds the position of the top LMS in North America, serving millions of users with cloud-based accessibility and mobile apps. Key features include speed grading, outcome-based analytics, and integrations with tools like Google Workspace and Microsoft Teams, facilitating hybrid learning models. Instructure reports Canvas's ecosystem supports personalized learning paths and real-time feedback, contributing to its adoption in over 6,000 institutions globally.[119][120] Google Classroom, introduced in August 2014 as part of Google Workspace for Education, streamlines assignment distribution, grading, and communication for over 40 million users by 2016, with continued growth through AI enhancements like Gemini for lesson planning. It integrates seamlessly with Google Docs, Drive, and Meet, reducing administrative burdens for teachers while enabling paperless workflows. By 2024, it had received over 800 updates, focusing on accessibility and engagement tools such as interactive questions and original video creation.[121][122][49] Beyond LMS, adaptive learning platforms use algorithms to tailor content based on individual performance data, adjusting difficulty and pacing in real-time. Examples include Knewton, acquired by Wiley in 2019, which employs machine learning for personalized recommendations in subjects like mathematics and science, and Duolingo, which applies spaced repetition and gamification to language acquisition for over 500 million users. These systems leverage data analytics to identify knowledge gaps, with studies showing improved retention rates of 20-30% compared to static methods.[123][124] Collaborative applications such as Microsoft Teams for Education and Zoom integrate video conferencing with breakout rooms and whiteboarding, supporting group projects and virtual classrooms. Content-specific tools like Khan Academy (launched 2008) offer video lessons and practice exercises in STEM subjects, reaching 120 million annual users by providing free, self-paced modules aligned to curricula. These platforms collectively address diverse pedagogical needs, from individualized tutoring to large-scale course delivery, though efficacy depends on institutional infrastructure and teacher training.[125]Advanced and Emerging Tools
Advanced educational technologies encompass artificial intelligence (AI)-driven systems that enable personalized tutoring and content generation, surpassing traditional adaptive platforms by leveraging large language models for real-time interaction and feedback. Intelligent tutoring systems, such as those powered by generative AI, simulate one-on-one instruction by analyzing student responses and adjusting difficulty dynamically; for instance, tools like Duolingo's AI features or Carnegie Learning's MATHia have demonstrated efficacy in improving math proficiency by 20-30% in randomized trials, though scalability remains limited by data privacy concerns and algorithmic biases inherent in training datasets dominated by certain demographic inputs.[56][126] The U.S. Department of Education's 2023 insights highlight AI's potential to automate grading and lesson planning, freeing educators for relational tasks, but emphasize the need for human oversight to mitigate errors in AI-generated outputs, which can propagate inaccuracies if not validated against empirical benchmarks.[56] Extended reality (XR) technologies, including virtual reality (VR) and augmented reality (AR), facilitate immersive simulations for experiential learning in fields like anatomy and history, with VR market projections for education reaching $17.18 billion by the end of 2024 due to declining hardware costs and integration with curricula. By 2024, over 40% of U.S. K-12 schools adopted AR/VR tools, enabling virtual field trips that enhance retention rates by up to 75% compared to passive lectures, as evidenced by meta-analyses of controlled studies; however, accessibility barriers persist, with high-end headsets requiring institutional investment exceeding $500 per unit and potential cybersickness affecting 20-30% of users.[127][128] Metaverse platforms extend this by creating persistent virtual classrooms for collaborative exploration, with early implementations in higher education reporting increased engagement but underscoring challenges in equitable access and moderation of user-generated content.[129] Blockchain-based systems emerge as tools for secure, verifiable credentialing, addressing fraud in traditional diplomas through decentralized ledgers that record micro-credentials immutably. Platforms like those piloted by 34 UK institutions since 2020 enable instant verification without intermediaries, reducing administrative costs by 50% in some cases and supporting lifelong learning portfolios; peer-reviewed analyses confirm blockchain's tamper-proof nature enhances trust in global credential portability, though adoption lags due to interoperability standards and energy-intensive consensus mechanisms like proof-of-work.[130][131] By 2024, over 20 universities worldwide issued blockchain credentials, demonstrating causal links to improved employability verification, yet systemic integration requires regulatory alignment to counter hype from vendor-driven narratives.[132]Pedagogical Applications
Synchronous vs. Asynchronous Delivery
Synchronous delivery in educational technology involves real-time interactions among instructors and learners, typically through video conferencing platforms like Zoom or Microsoft Teams, enabling live lectures, discussions, and collaborative activities.[133] Asynchronous delivery, by contrast, provides access to pre-recorded lectures, discussion forums, and self-paced modules on learning management systems such as Moodle or Canvas, allowing learners to engage at their convenience.[134] These modes emerged prominently with the expansion of online education, particularly accelerated by the COVID-19 pandemic starting in 2020, which highlighted their scalability in distance learning environments.[135] Empirical studies indicate that both approaches can yield comparable learning outcomes, though synchronous methods often foster greater social presence and immediate feedback, which correlate with higher student engagement in collaborative tasks.[136] A 2021 meta-analysis found synchronous online learning produced a small but statistically significant positive effect on cognitive outcomes compared to asynchronous formats, with an effect size of 0.20 (95% CI [0.05, 0.35]).[136] However, a 2023 meta-analysis of 22 studies reported asynchronous learning slightly outperforming synchronous in knowledge acquisition (effect size 0.11, p < 0.05), attributing this to learners' ability to review materials repeatedly, though the difference was deemed trivial in practical terms.[134] Randomized controlled trials, such as one conducted in 2025 on medical education lectures, showed no significant differences in knowledge retention between modes but noted higher intrinsic motivation and acceptance for synchronous delivery due to its interactive nature.[137]| Aspect | Synchronous Advantages/Disadvantages | Asynchronous Advantages/Disadvantages |
|---|---|---|
| Interaction | Enables real-time Q&A and peer collaboration, reducing feelings of isolation (e.g., more feedback reported in synchronous settings).[133] | Limited to delayed responses via forums, potentially leading to lower peer-centered activities.[133] |
| Flexibility | Requires scheduled attendance, challenging for learners across time zones or with commitments.[138] | Supports self-pacing, accommodating diverse schedules and allowing material revisitation.[138] |
| Cognitive Load | May impose higher demands due to real-time processing but lowers overall load in some contexts via direct clarification.[135] | Facilitates deeper processing through pauses and reviews but risks overload from unstructured navigation.[135] |
| Outcomes and Satisfaction | Preferred for building community and skills like discussion; comparable or slightly better motivation in health professions training.[139] | High satisfaction from autonomy; effective for factual retention but may increase procrastination risks.[140] |
