2. 1992:
Pop Culture Timeline
Top hits: Whitney Houston's "I Will Always Love You" and Nirvana's
"Smells Like Teen Spirit"
Highest Grossing Movie: "Aladdin"
Fad: Grunge Fashion (thrift store items)
1993:
Top hits: Meatloaf's "I'd Do Anything For Love (But I Won't Do That)"
and UB40's "I Can't Help Falling in Love With You"
Highest Grossing Movie: "Jurassic Park"
Fad: "Nancy Drew" novels hit record high sales
1994:
Top hits: Bruce Springsteen's "Streets of Philadelphia" and Bryan
Adams, Rod Stewart, and Sting's "All For Love"
Highest Grossing Movie: "The Lion King"
Fad: The TV show "Friends"
3. 1995:
Top hits: Coolio's "Gangsta's Paradise" and Shaggy's "Boombastic:"
Highest Grossing Movie: "Die Hard with a Vengance"
Fad: "Windows 95"
1996:
Top hits: Spice Girls's "Wannabe" and Fugees's "Killing Me Softly"
Highest Grossing Movie: "Independence Day"
Fad: Nintendo 64
1997:
Top hits: Faith Evans and Puff Daddy's "I'll Be Missing You" and
Elton John's "Candle in the Wind '97"
Highest Grossing Movie: "Titanic"
Fad: Pokemon
4. 1998:
Top hits: Celine Dion's "My Heart Will Go On" and Cher's "Believe"
Highest Grossing Movie: "Armageddon"
Fad: " Harry Potter and the Sorcerer's Stone"
1999:
Top hits: Britney Spears's "Hit Me Baby One More Time" and Lou
Bega's "Mambo No. 5"
Highest Grossing Movie: "Starwars I: The Phantom Menace"
Fad: Boy Bands
2000:
Top hits: Madonna's "Music" and Britney Spears's "Oops! ... I Did It
Again"
Highest Grossing Movie: "Mission: Impossible II"
Fad: Hip Hop Fashion
5. 2001:
Top hits: Alicia Keys's "Fallin" and Pink's "Get the Party Started"
Highest Grossing Movie: "Harry Potter and the Sorcerer's Stone"
Fad: iPods
2002:
Top hits: Avril Lavigne's "Complicated" and Nelly's "Hot in Here"
Highest Grossing Movie: "The Lord of the Rings: The Two Towers"
Fad: Texting
2003:
Top hits: Outkast's "Hey Ya!" and The Black Eyed Peas's "Where is
the Love?"
Highest Grossing Movie: "The Lord of the Rings: Return of the King"
Fad: Crunk Music
6. 2004:
Top hits: Usher featuring Lil Jon and Ludacris's "Yeah!" and Maroon 5's
"This Love"
Highest Grossing Movie: "Shrek 2"
Fad: Myspace
2005:
Top hits: Kelly Clarkson's "Since U Been Gone" and Gwen Stephani's
"Hollaback Girl"
Highest Grossing Movie: "Harry Potter and the Goblet of Fire"
Fad: Reality Television
2006:
Top hits: Corinne Bailey Rae's "Put Your Records on" and Gnarls
Barkley's "Crazy"
Highest Grossing Movie: "Pirates of the Caribbean: Dead Man's Chest"
Fad: "High School Musical"
7. 2007:
Top hits: Plain White T's "Hey There, Delilah" and Mika's " Grace
Kelly"
Highest Grossing Movie: "Pirates of the Caribbean: At World's End"
Fad: Youtube
2008:
Top hits: Coldplay's "Viva La Vida" and M.I.A's "Paper Planes"
Highest Grossing Movie: "The Dark Night"
Fad: Facebook
2009:
Top hits: Lady Gaga's "Bad Romance" and The Black Eyed Peas's "I
Gotta Feeling"
Highest Grossing Movie: "Avatar"
Fad: Silly Bandz
8. Technology Timeline
1780 - Early public schools adopt the teacher/manager
model with the teacher as the primary manger of
instruction and assessment in a single classroom.
1946 - First vacuum tube-based computers developed;
universities help in computer development effort;
1951 - Little technology used in schools, primarily TV;
first-generation Univac computer delivered to the US
census bureau.
9. 1958 - Mainframe host computers are not widely
accepted in schools that are still using the single
classroom, teacher/manager method of delivering
information to students.
1959 - Transistor-based computers in use;
1960 - COBOL business-oriented, high-level
programming language created;
10. 1963 - BASIC, a simple high-level programming
language is developed, mostly for use in universities
to train programmers; IBM 360 family of computers
is developed; most computers still using host
methods with punched cards as the primary input
device; line printers are still the primary output
device;
11. 1965 - Elementary and Secondary Education Act brings new
money into schools for technology. mainframes and
minicomputers are put into place in some schools, but most
are used for administration or for school counselling;
1967 - High-level programming languages such as Fortran are
being taught are in universities. School vocational training
programs begin to include computer maintenance;
1968 - Host computers are not widely adopted in schools
because they are seen as appropriate for use with the
teacher/manager model of learning.
12. 1970 - Pascal created; mainframes and minicomputers in use in
some schools, but very little use in the delivery of instruction.
1971 - Intel's first microprocessor developed; the first
microcomputers (PCs) are developed; mainframes and
minicomputers are in wide use in business; a few software
companies begin to develop mainframe and minicomputer- based
instructional programs;
1974 - Apple I computer is sold in kit form.
1975 - Some Apple 1 PCs are donated to schools; some schools
have adopted mainframes and minicomputers and refuse to
consider PCs;
13. 1976 - The Apple I computer gains popularity in
small business.
1979 - 15 Million PCs estimated to be in use
worldwide; PC-based spreadsheets developed,
mainframes and minicomputers still in wide use.
1980 - TTI 99 which uses a television screen as the
monitor is the world's most popular PC.
14. 1981 - IBM is the first mainframe manufacturer
to develop a PC;
1983 - Sperry Corporation is the second mainframe
manufacturer to develop a PC (actually developed by
Mitsubishi in Japan); the Apple II computer finds
widespread acceptance in education because PCs
better fit the teacher /manager model of
instructional delivery (PCs can be used to "support"
the ongoing teaching in the single classroom).
15. 1984 - 31 states use 13,000 PCs for career guidance,
but there are still relatively few computers in
classrooms; the Apple Macintosh computer is
developed; computer-based tutorials and learning
games are developed by commercial software
manufacturers.
1986 - 25 % of high schools use PCs for college and
career guidance, K-8 schools buying mostly Apple II
and Macintosh computers, high schools buying
mostly DOS-based clones.
16. 1988 - 60 % of all workers in the US use computers,
laptops are developed;
1990 - Multimedia PCs are developed; schools are
using videodiscs; object-oriented multimedia
authoring tools are in wide use; Simulations,
educational databases and other types of CAI
programs are being delivered on CD-ROM disks, many
with animation and sound;
1992 - Schools are using Gopher servers to provide
students with on-line information.
17. 1994 - Digital video, virtual reality, and 3-D systems capture
the attention of many; most US classrooms now have at least
one PC available for instructional delivery.
1995 - The Internet and the World Wide Web began to catch
on as businesses, schools, and individuals create web pages;
1996 - The Internet is widely discussed as businesses begin
to provide services and advertising using web pages. New
graphics and multimedia tools are developed for the delivery
of information and instruction using the Internet; a few
schools install web servers and provide faculty with a way to
create instructional web pages.
18. 1997-2007 - The growth of the internet expands far
faster than most predicted. It soon becomes the
world's largest database of information, graphics,
and streaming video making it an invaluable
resource for educators. Search engines such as
Google and Yahoo constantly develop new ways to
find information within the ever-growing number of
web pages. Web sites that offer individuals a place
to put personal information become popular.
Educational software becomes more useful and
interesting to students as graphics and video are
incorporated.
20. Multimedia & Learning Styles
Collaborative Learning with Google Documents
With Google's document services, where a single
document is hosted on the Google Cloud, both
teachers and students can work together editing
the same document at the same time. In addition,
teachers are empowered to more accurately
monitor a student's contribution within their
groups.
21. Kinesthetic Learning with Simulators
Examples of kinesthetic learning implemented
within a multimedia platform are flight
simulators. Flight simulators involve the
physical participation of the student to get a
real world experience of flying without the
consequences associated with failure.
22. Incremental Reading with Adobe Flash Games
Incremental reading is a type of learning style
reducing the text (subject matter) to be read into
smaller units; the result is an increased memory recall
and retention of the content. Furthermore, Adobe
Flash games are able to present large amounts of text
incrementally contingent upon the needs of the
reader. For example, an Adobe Flash learning game
can be programmed to allow the reader to adjust the
amount of content to be presented incrementally at
any given time.
23. Constructionism with Knowledge Management Software
Constructionism learning theory involves a student
assimilating and combining incoming information with
what is already known in meaningful ways. It is particular
to how the learner processes information. Software is
currently available empowering students and learners to
accomplish this. For example, knowledge management
software empowers students to learn by constructing and
connecting new ideas to existing knowledge by
manipulating data into visual, chronological, and
hierarchical illustrations specific to the end-user's needs.
24. Socratic Method with Virtual Classrooms
The Socratic Method is a process designed to
facilitate learning by asking questions to students
and encouraging a guided debate resulting in
knowledge. Virtual classrooms are multimedia
platforms in of themselves, empowering the
Socratic method to occur despite proximity and
encouraging robust interactivity.
25. Multimedia English Language
Consistency Learning Software
Consistency is crucial when it comes to learning English. A
student must review language materials and practice new
subjects daily in order to achieve proficiency. It takes
dedication and patience. One of the major benefits of
multimedia English language learning software is the
flexibility that comes with it. Many people do not have
enough time to attend English classes. Personal software
can be the answer. Lessons and exercises can be completed
around a user's schedule. This consistency makes for
constant improvement.
26. Engagement
You cannot learn English without actively participating as
you study. While this is possible to some extent in a
classroom, a student does not often get the full attention
of an instructor. Multimedia English language learning
software are designed to engage the student fully,
prompting frequent responses and active thought. Users
can read, write, listen and speak all in the same lesson.
English language software with instructions in multiple
languages also makes it easier for most students to
understand how to navigate through the lessons,
comprehend what is expected of them and perform
exercises.
27. Rosetta Stone Software
Students are challenged to learn naturally through a series of
complex lessons using visual, audio, vocal and written cues.
Tell Me More Software
There is a record-playback tool that allows you to listen to
your own pronunciation and make adjustments.
English Lab Software
One of the best features is the ability to configure the
software to provide course instructions and prompts in 21
different languages.
28. Multimedia Learning Software
Adobe
Products include Adobe Director (multimedia authoring),
Dreamweaver (web publishing), PhotoShop (photo editing), and
more.
Create Together
Create animated games, randomly generated puzzles, interactive
simulations, searchable multimedia databases, hyperlinked
presentations and more.
Dazzler
Software products for producing interactive multimedia
presentations, training courses, product catalogues and kiosk
systems.
29. Flying Popcorn
New computer users can create multimedia contents with 3D
sound effects, images, geometrical shapes, text and movie files.
GraFX Saver Pro
Create and distribute your own professional screen savers with
over 30 image, video, and audio formats.
HyperStudio
Classroom multimedia authoring program.
Live Stage
QuickTime authoring application with the ability to converge
more than 200 media types.
30. Media Blender
Easy to use multimedia authoring package.
Mistyk Media
All-in-one software for conversion, editing, recording, burning,
playback, and more for nearly all audio, video, and graphics
formats.
MovieWorks
The five integrated MovieWorks Deluxe make it easy to
incorporate analog or digital video, buttons, photos, graphics,
animations, 3D, narration, MIDI, MP3, CD music, text and titling,
and even virtual reality movies into stunning, professional-
quality multimedia productions.
31. Multimedia Builder
Multimedia authoring system allows you to create autorun CD
menus, multimedia applications on CD-ROM, demos,
presentations, MP3 players and much, much more.
Navarasa
Create your CD-ROM presentations and websites in the same
editor! Navarasa web presentations are multi-platform and
multi-browser compatible!
Performer
For creating projects, presentations, posters, animated stories
with sound, and more.
32. PlayMo
Authoring tool that allows the creation of highly interactive rich
media content from a wide range of source files such as still
images, video clips, audio clips, 3D models, CAD models and
more.
Podia
Suite of multimedia delivery solutions that allow you to present
your information over the internet.
Slim Show
Lets you create professional, interactive multimedia Windows
programs without writing any code.
33. SuperCard
Multimedia authoring environment with support for text-to-speech,
speech recognition, QuickTime, filmstrips, graphic import and export,
and sound,
Visviva Authoring Studio
Authoring tool that has completely integrated distinctive elements such
as object design,, 3D modeling, image painting, vector drawing.
Vitual Cinema
An object-oriented authoring, media integration and delivery/playback
tool that is designed to work with all forms of streaming media.
Wondershare
Offers slideshow, presentation, DVD ripping, quiz and online tutorial
making software and more.