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In 1925, filmstrip projectors allowed teachers to pause presentations for class discussions by turning a knob, and the projectors were widely used in classrooms. However, VCR's replaced them in the 1980's.

Besides filmstrips projectors, overhead projectors were used in schools by the late 1950's and early 1960's, that's when an interactive classroom was born. The overhead projector played a significant role in my educational history, both as a student and later on as an elementary teacher, offering a viable alternative to the traditional blackboard.  It is a tool of educational technology that was developed not only with help from its predecessors, but also from the cultural environment it belonged to.

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The 3D printer should really be a must-have in classrooms. Instead of being restricted to what they can play with, pupils in the classroom of the future can print out (show-and-tell)

Abstract Thought, Real-Life Models

As it will be for many other subjects that require some form of visualization, the decreasing cost of 3D printers means that more teachers will be able to reconstruct complex concept models to teach theoretical concepts. For instance, the concept of molecular structures and configurations may be hard to grasp, but by printing out physical versions of these structures, this can help students put a form on abstract thought, and aid in better understanding.

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Augmented Reality and Simulations have left a mark in the world of visuals. Today, it’s great impact has started to control the way students learn and collaborate with their teachers.

AR has been around for some time now. However, through its ever-developing nature, it is regarded as one of the world’s best-emerging technologies. According to studies carried out on AR and education, it has been put forward that it will make a greater impact on how education is viewed by 2020.
Augmented Reality claims it is the best way to capture the dreams and imaginations of humans. And by 2020, it promises to help students capture such imaginations with the sole aim of improving their learning process.

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VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world — real or imagined — and allow students to not only see it but also interact with it. Being immersed in what you're learning motivates you to fully understand it. Hence, it can enhance students’ learning and engagement in class.

When students read about something, they often want to experience it. With VR, they aren’t limited to word descriptions or book illustrations; they can explore the topic and see how things are put together. If you inspect modern education, you’ll see how little learning actually happens by doing. Students are focused on reading instructions rather than using them in practice.

With VR education, learners are inspired to discover for themselves. Students have an opportunity to learn by doing rather than passively reading. Having virtual reality in education is useful not only for content consumption, but it’s also great for content creation.

A lot of people are visual learners — VR is really helpful for this group of learners. Instead of reading about things, students actually see the things they’re learning about. Being able to visualize complex functions or mechanisms makes them easier to comprehend.

VR allows us to bridge the gap between educators and learners. With VR, distance learning tools can put educators and students together in the same room with digital representations of themselves — teachers can teleport into the VR world and guide students through their experiences.

Twenty-first century classrooms will be technologically advanced places of learning, with VR technology significantly increasing students’ engagement and learning. VR experiences will inspire a whole new generation of young and bright students, ready to innovate and change the world.

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Computers in the classroom include any digital technology used to enhance, supplement, or replace a traditional educational curriculum with computer science education. As computers have become more accessible, inexpensive, and powerful, the demand for this technology has increased, leading to more frequent use of computer resources within classes, and a decrease in the student-to-computer ratio within schools

1980s &1990s: Multimedia PCs are developed, and schools are using video and compact discs to accompany textbooks and teaching. Object-oriented multimedia authoring tools were in wide use, computer aided simulations began to pick up, and well educational databases become popular.

Early 2000’s: The growth of the internet expands far faster than most predicted. Educational software becomes more useful and interesting to students as graphics and video are incorporated. Larger computer storage capacity and the growing prevalence of CD-ROM and DVD drives in personal computers made it easier for educators to store large graphic and video and sound files for educational applications.

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The first-generation iPad was introduced in April, 2010 and in lieu of some significant hardware limitations, was a world-beater, garnering $1 billion in sales in just 4 months.

An app is essentially software that acts as an interface, allowing the user to communicate with other platforms such as social media, websites, news streams, and even other iPads. In fact, herein is where tablet computers like the iPad can truly rise above traditional textbooks: connectivity via apps.

With the iPad, the content has been placed directly in the hands of the user. Old roles saw the teacher as both creator and distributor of content, while the learner received. Through technology, it is now possible to reverse roles. Here the teacher is de-centralized, and the learner, given scaffolding the works by an expert teacher, is tasked to create.