The Dawn of Visual Learning
Visuals take center stage, proving pictures and films can teach faster than words alone.
Technology begins to support learning, with early machines testing and reinforcing skills.
Real-world urgency (like war) drives faster, more practical training methods.
1905
First School Museum opens in St. Louis, bringing portable exhibits to classrooms.
Visual Education Movement introduces lanterns, films, and stereopticons.
1908-1925
1925
Sidney Pressey builds the “Automatic Teacher” to drill and grade learners.
First School Museum opens in St. Louis, bringing portable exhibits to classrooms.
1941-1945
1946
Edgar Dale’s “Cone of Experience” shows concrete experiences beat abstract lessons.
The Golden Age of Learning Theory
Learning becomes structured—specific steps and goals make it repeatable.
Theories start guiding practice, focusing on how people think and grow.
Computers enter the scene, hinting at tech’s future role in education.
Feedback loops emerge as key to keeping learners on track.
1954
B.F. Skinner’s teaching machines use small steps and instant feedback.
Benjamin Bloom’s Taxonomy outlines six levels of thinking skills.
1956
1960
PLATO system brings computer-based learning to classrooms.
Robert Mager defines clear learning objectives for better lessons.
1962
1965
Robert Gagné’s Nine Events of Instruction map out a teaching process.
The Rise of Instructional Design
Focus shifts to the learner’s mind—how they think matters more than just behavior.
Design gets systematic, with models to organize and improve teaching.
Personal computers open doors, making tech more accessible for learning.
1970s
Cognitivism explores how minds process and store knowledge.
Over 40 instructional design models offer new ways to plan learning.
1970s
1975
Apple I computer reaches homes and schools.
World Wide Web launches, setting the stage for digital learning.
1989
1990s
The Digital Revolution
Digital tools explode access—learning’s no longer stuck in classrooms.
Active participation becomes key—learners build knowledge, not just receive it.
Standards like SCORM make online learning consistent and shareable.
1989
World Wide Web connects the world with instant information.
Constructivism pushes learners to solve real problems actively.
1990s
1990s
Electronic Performance Support Systems help workers on the job.
SCORM sets standards for e-learning content.
1999
2000s
Learning Gets a New Name
Multimedia proves it is king—combining media boosts understanding.
Big funding pushes tech into schools, wiring up the next generation.
LxD emerges as a fresh take—learning’s about the journey, not just the goal.
MOOCs break barriers, offering free, open education to anyone online.
2001
Richard Mayer’s Multimedia Learning shows words and visuals work best together.
No Child Left Behind invests $3.4 billion in school tech through EETT.
2002
2007
Niels Floor coins “Learning Experience Design” (LxD).
George Siemens and Stephen Downes launch the first MOOC with 2,200 learners.
2008
LxD Takes Off
Tech gets personal—AI and VR tailor experiences to each learner.
Fun drives engagement—games and short lessons keep people hooked.
Mindset matters—growth and effort reshape how we approach learning.
Collaboration goes global—tools connect learners like never before.
2010s
Jane McGonigal and Karl Kapp bring gamification to learning.
Carol Dweck’s growth mindset encourages effort over talent.
2010s
2010s
Julie Dirksen focuses on user-centered design for learners.
MOOCs grow huge—Thrun and Norvig’s course hits 120,000 learners.
2011
2015
VR and AR in Learning: A VR headset with a holographic image—immersive wow.
Microlearning: A phone with a tiny lesson bubble—quick and snappy.
2018
2020
Adaptive Learning Technology: A gear with an AI brain—smart and tailored.
AI Tutors and Collaboration Tools: A chatbot face next to a chat bubble—connected and clever.
2023
The Past’s Big Lesson
We’ve been chasing efficiency for decades, but it took us too damn long to care about the human on the other end. That’s where the real story starts.
From flickering slides to AI tutors, LxD has evolved into a field that’s as much about the learner as it is about the content. The past taught us to build—now, we’re learning to feel.
Every era of learning design holds lessons worth sharing.
Which part of this evolution resonated with you most?
Help others understand where we've been to better imagine where we're going.
LIDT Timeline content adapted from 'Foundations of Learning and Instructional Design Technology' edited by Richard E. West, licensed under CC BY 4.0.
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