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History of Educ. Technologies Group 1

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0% found this document useful (0 votes)
44 views30 pages

History of Educ. Technologies Group 1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

History of

Educational
Technologies
From Early tools to Modern digital technologies

Presented by: GROUP 1


The history of
educational
technologies is a
fascinating journey,
reflecting the evolution
of human knowledge,
In the 20th century,
technologies like radio,
television, and computers
transformed education by
bringing new forms of content
delivery. The advent of the
internet further revolutionized
learning with online resources
Today, advancements in AI,
virtual reality, and
interactive software
continue to reshape how
we teach and learn,
offering increasingly
immersive and personalized
Early Tools
(Pre- Digital
Era)
Chalk and Slate (19th Century)
Chalkboards (or
blackboards) and slates
were widely used for
classroom teaching.
Students wrote on slates,
while teachers used
chalkboards to explain
concepts.
Textbooks and Printed Materials
With the invention of the
printing press by Johannes
Gutenberg in the 15th
century, books became
more widely available. By
the 19th century, textbooks
were commonly used in
schools.
Lantern Slides and Filmstrips
(Late 19th – Early 20th Century)
Lantern slides were
among the first visual
teaching aids. Filmstrips
followed, allowing
teachers to show images
and short educational
films in the classroom.
Early 20
th

Century
Technologies
Radio (1920s – 1930s)
Radio programs were
designed for
educational purposes.
Some schools used
radios to broadcast
lessons, especially to
rural areas.
Overhead Projectors (1940s – 1950s)

These allowed
teachers to project
written material onto a
screen, making it
easier to display
information to large
groups.
Television (1950s – 1960s)

Educational television
programs were
produced to teach
various subjects.
Public broadcasting
services played a big
role in this era.
Language Laboratories (1950s)
Designed for language
learning, these labs used
headphones,
microphones, and tape
recorders to help
students practice
listening and speaking in
different languages.
Late 20 Century
th

(Computer
Revolution)
Mainframe and Minicomputers
(1960s – 1970s)
In the early stages, large
mainframe computers
were used in
universities for research
purposes. However,
these were not
widespread in schools.
Microcomputers (1980s)
With the introduction of
personal computes like the
Apple II and the IBM PC,
schools began
incorporating computers
into classrooms for basic
programming and
computer literacy.
CD- ROMs and Multimedia (1990s)

Educational software,
stored on CD-ROMs,
combined text, graphics,
audio, and video to create
interactive learning
experiences.
Internet and Web-Based Learning
(Mid-1990s)

The growth of the


internet brought email,
online forums, and
early e-learning
platforms.
21 Century
st

(Digital Age)
Interactive Whiteboards (2000s)
Replacing traditional
chalkboards, these
allowed teachers to
interact with digital
content in real time.
SMART Boards became
widely used in
classrooms.
E-Learning and Learning
Management Systems (LMS) (2000s
– Present)

Platforms like Blackboard,


Moodle, and Google
Classroom revolutionized
online learning, allowing
teachers to deliver lessons,
assignments, and feedback
digitally.
Massive Open Online Courses
(MOOCs) (2010s)

Platforms like Coursera,


edX, and Udemy offered
free or low-cost courses
from universities around
the world, making higher
education more
accessible.
Tablets and Mobile Devices
(2010s - Present)

Tablets like the iPad


became popular tools for
personalized learning.
Educational apps and
games on mobile devices
enabled learning on the
go.
Virtual Reality (VR) and Augmented
Reality (AR) (2010s – Present)

VR and AR provide
immersive experiences,
enabling students to
explore 3D environments
for subjects like history,
biology, and geography.
Artificial Intelligience (AI) and
Adaptive Learning (2020s)
AI powered platforms analyze
students’ learning behaviors
to provide personalized
content. Adaptive learning
tools adjust to individual
student needs, offering
tailored challenges and
support.
Gamification
The use of game like
elements (points,
badges, leaderboards)
in learning platforms
makes education more
engaging and
interactive.
Collaboration Tools (2020s)
Platforms like Zoom,
Microsoft Teams, and
Google Meet became
essential during the
COVID-19 pandemic,
allowing synchronous
online learning.
Conclusion
The evolution of educational
technologies reflects humanity’s
continuous pursuit of improving how
knowledge is shared and absorbed. Each
advancement has made education more
accessible, interactive, and tailored to
individual learning needs.
THANK YOU FOR
LISTENING!
Members:
Abiar, Ma. June Maica A.
Balani, Valshcariegn D.
Briones, Desiree R.
Buscagan, Ella Jayn J.
Caballes, Kristhy T.
Capilitan, Germalyn G.
Cuares, Lyzlle Ann S.
Dulfo, Khane T.

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