The production of online math games is almost continuous. There are new online games and software being developed daily. Therefore there are an endless number of websites available for teachers to take advantage of.
1960s – Time-sharing allowed multiple users to share the use of a computer simultaneously
1972 – PLATO supported hundreds of simultaneous users for computer aided instructions
1975 – First personal computers introduced made it possible for individual to no longer rely on government computers or time shares to play games.
1970s – early 1980s - The availability of personal computers including the Apple II, Commodore PET, Commodore VIC-20, and Commodore 64 allowed for the creation of companies which specialized in educational software.
1978 – The Learning Company, one of the companies specializing in educational software was incorporated.
1990’s – Multimedia graphics and sounds were increasingly used in educational software.
1992 – Funbrain.com was founded.
1997 – Blackboard Inc., systems for educational instruction, communication, and assessment was created.
1997 – Coolmath.com was founded.
S-Curve Commitment Time Extension Adoption Trial Use Interest Awareness
Action and reaction, ebb and flow, trial and error, change - this is the rhythm of living. Out of our over-confidence, fear; out of our fear, clearer vision, fresh hope. And out of hope, progress. - Bruce Barton