[1] In 1967 Computer Curriculum Corporation (CCC, now Pearson Education Technologies[2]) was formed to market to schools the materials developed through the IBM partnership.
Some programming languages from this period, p3), and LOGO (1967) can also be considered educational, as they were specifically targeted to students and novice computer users.
The PLATO IV system, released in 1972, supported many features which later became standard in educational software running on home computers.
These and other companies designed a range of titles for personal computers, with the bulk of the software initially developed for the Apple II.
[3] It was originally used to describe additional educational material intended as kits for teachers or trainers or as tutorials for students, usually packaged for use with a computer.
Many companies are using the term to describe the entire "package" consisting of one 'class' or 'course' bundled together with the various lessons, tests, and other material needed.
The courseware itself can be in different formats: some are only available online, such as Web pages, while others can be downloaded as PDF files or other types of document.
Typically such software may be projected onto a large whiteboard at the front of the class and/or run simultaneously on a network of desktop computers in a classroom.
Other popular international assessment systems include Google Classroom, Blackboard Learn, EvaluNet and XT.
The Wiki concept has allowed for the development of collaborative reference works through open cooperation incorporating experts and non-experts.
Some manufacturers regarded normal personal computers as an inappropriate platform for learning software for younger children and produced custom child-friendly pieces of hardware instead.
This means that educational software runs primarily on servers which may be hundreds or thousands of miles from the actual user.
The server software decides on what learning material to distribute, collects results and displays progress to teaching staff.
US Governmental endorsements and approval systems ensured the rapid switch to the new way of managing and distributing learning material.
Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change.
It concluded that there was a positive impact which decreased the amount of time students need to study for and relative gain of understanding.
The results were that the software was a positive impact assisting teaching these children social skills though team based learning and discussion, videos and games.