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Edutech

Use of technology in education to enhance learning and teaching

Educational technology (often abbreviated as edtech) encompasses computer hardware, software, along with educational theories and practices, used to facilitate learning and teaching. When referred to by its abbreviation, "EdTech," it often denotes the industry of companies that develop educational technology. In addition to practical educational experience, educational technology draws on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science.2 Wikipedia text CC BY-SA 4.0

Last updated Oct 21, 2026.

Overview

1991Founded1

Educational technology (often abbreviated as edtech) encompasses computer hardware, software, along with educational theories and practices, used to facilitate learning and teaching. When referred to by its abbreviation, "EdTech," it often denotes the industry of companies that develop educational technology.2

The story

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. Various types of abacus have been used. Writing slates and blackboards have been used for at least a millennium. 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 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.

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. 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. 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, 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.

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 as well as developments at the University of Guelph in Canada. 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 (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.

The Open University in Britain 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, making heavy use of web-based training, online distance learning, and online discussion between students. Practitioners such as Harasim (1995) 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.

The relationship between education and technology has emerged as a pivotal aspect of contemporary development, propelled by rapid expansion of internet connectivity and mobile penetration. 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.

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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. In 2008, the Council of Europe passed a statement endorsing e-learning's potential to drive equality and education improvements across the EU.

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. Major high-tech companies have funded schools to provide them with the ability to teach their students through technology.

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.

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. Organizations such as UNESCO have enlisted educational technology solutions to help schools facilitate distance education. The pandemic's extended lockdowns and focus on distance learning has attracted record-breaking amounts of venture capital to the ed-tech sector. 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.

Post pandemic, teachers use digital technologies less but still use them more than they did prior to the COVID-19 pandemic.

From Wikipedia’s article on Edutech, shared under CC BY-SA 4.0.3

Products and brands

Technologies

Numerous types of physical technology are currently used: 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.

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.

Audio and video

Video technology 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.

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.

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Webcams and webcasting have enabled the creation of virtual classrooms and virtual learning environments. 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

Computers and tablets enable learners and educators to access websites as well as applications. Many mobile devices support m-learning. However, many learners do not have much chance to practice with digital technology in schools. In 2023, even in the world's richest countries, only around 10% of 15-year-old students used digital devices for more than one hour per week in mathematics and science.

Mobile devices such as clickers and smartphones can be used for interactive audience response feedback. Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals. However, UNESCO has warned that the mere presence of mobile phones in schools has also been shown to be a distraction to learning, leading to a growing trend of countries regulating their use in education settings.

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.

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. 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.

Single-board computers and Internet of Things

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. 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.

Collaborative and social learning

Group webpages, blogs, wikis, and Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment. Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs. 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 and can be a motivational tool for self-efficacy amongst students.

Whiteboards

There are three types of whiteboards. 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.

Virtual classroom

A virtual learning environment (VLE), also known as a learning platform, simulates a virtual classroom or meeting by simultaneously mixing several communication technologies. 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.

A virtual classroom provides an opportunity for students to receive direct instruction from a qualified teacher in an interactive environment. 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. In addition to formal virtual classrooms, students may use online platforms such as StudySoup to access and share class notes and study guides.

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. 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.

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.

Augmented reality

AR technology plays an important role in the future of the classroom where human co-orchestration takes place seamlessly.

Learning management system

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. 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.

Learning content management system

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

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.

Training management system

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.

Other software and hardware

List of iPads and Magic Keyboard for iPad

Comparison of music education software

Comparison of tablet computers

Chromebooks

List of laptops

GPU workstations

List of music software

List of guitar tablature software and List of piano software

Comparison of scorewriters

Digital audio workstations and music studio

Electronic drum set and modern electronic musical instruments

Graphics tablets and stylus

List of 3D modeling software and List of 3D rendering software

Lists of mathematical software and List of open-source software for mathematics

List of computational writing software

List of computational art software

List of online integrated development environments

Digital textbooks, e-book software, and audiobooks

Comparison of e-readers, comparison of iOS e-reader software, and comparison of Android e-reader software

Education and technology in developing countries

The role of educational technology in enhancing access to education, particularly in impoverished areas and developing countries, is increasingly significant. However, it is important to recognise that educational technology is not solely about the integration of education and technology; it is also influenced by the societal culture in which it is implemented.

Various organizations, including charities like One Laptop per Child, are dedicated to providing infrastructures that enable disadvantaged individuals to access educational materials. The OLPC foundation, supported by major corporations and originating from MIT Media Lab, has a mission to develop a $100 laptop for delivering educational software. These laptops have been made widely available since 2008, either sold at cost or distributed through donations.

In developing countries, technology adoption may be limited, but some countries have made progress in implementing pro-technology policies and advancements in biotechnology. One positive outcome of improved technology in these countries is reduced dependence on developed nations. Strategies such as developing infrastructure, promoting entrepreneurship, and formulating open policies towards technology can be effective in enhancing education and economies in developing nations.

In Africa, the New Partnership for Africa's Development (NEPAD) has launched an " e-school program" with the ambitious goal of providing computer equipment, learning materials, and internet access to all 600,000 primary and high schools within a decade. Another notable initiative, nabuur.com, supported by former US President Bill Clinton, utilises the internet to facilitate cooperation among individuals on social development issues.

India is also making advancements in educational technology by implementing initiatives that deliver learning materials directly to students. In 2004, the Indian Space Research Organisation launched EDUSAT, a communications satellite that provides cost-effective access to educational materials, reaching a larger portion of the country's population.

Educational tech (EdTech), encompasses information and communication technology (ICT) and has the potential to address various challenges, such as the absence of teachers, by providing improved lessons, teacher training, and student motivation. In recent years, the cost of educational technology has significantly decreased, making it more accessible even in economically disadvantaged countries. Tablets, for example, can now be purchased for as low as $28, and India offers the most affordable data plans worldwide. This affordability has given rise to new ventures like ExtraClass, which aims to provide affordable education to 260 million children.

From Wikipedia’s article on Edutech, shared under CC BY-SA 4.0.3

Timeline

  1. 1991Founded Founded1

Sources

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