# data[].attributes.body
Pedagogical framework: SAMR Model (Substitution)

Learning Theory: Behaviourism

Impacts:

Teacher act as a conductor of the class and show every single new knowledge to the students where there are most likely one way communication.

# data[].attributes.body
1870s - Magic Lantern, a primitive version of a slide projector that projected images printed on glass plates.

1900 - Chalkboard and pencil

# data[].attributes.body
* Radio – on-air classes

Radio prompted enthusiastic commentary in trade journals, magazines, and newspapers regarding its possible educational uses where they detailed its seemingly limitless reach into the classroom and the living room

# data[].attributes.body
Pedagogical framework: SAMR Model (Modification)

Learning Theory: Constructivism

Impacts:

The educational world has improved by the emergence of new technologies in education.

# data[].attributes.body
* Introduction of everyday use computers

* First portable computer (IBM), First mass-market consumer laptop (Toshiba), Powerbook (Apple)

* Improvement of the World Wide Web – Hyper Text Markup Language (HTML)

The first Personal Digital Assistants (PDAs) (Apple)

* The first smartphone The Simon Personal Communicator (IBM)

# data[].attributes.body
2000s - Introduction of iPad (Apple)

2014s -

* Google Classroom debuted (Google Apps for Education)

* Emergence of online educational platforms such as Khans Academy

# data[].attributes.body
Pedagogical framework: 21st Century Learning, TPACK, SAMR Model

Learning Theory: Connectivism and Cognitivism

Impacts:

Teacher act as a facilitator for student where student will be improved not only in knowledge but also in terms of Physical, Emotional, Spiritual, Intellect, and Social (JERIS). In this student-centered learning, teachers will help students to assimilate and adapt the new knowledge since much interpretations will arise during the learning processes to achieve critical thinking skills.

# data[].attributes.body
Tools: Interactive whiteboard, tablets and laptops, Cloud-based Collaboration (e.g. Google Docs)

Personalized learning:

* Adaptive learning platforms and educational software

* Gamification: Game design elements in educational

Articial Intelligence (AI):

Intelligent Tutoring Systems (ITS)

Automation and Data Analysis

AI-powered assistants and tools