In 1970, Dustin Heuston, Ph.D. was the headmaster of the Spence School, a private K–12 school in New York City. A student entering her senior year pointed out that she would soon graduate knowing nothing about computers. Heuston hired her that summer to help plan the implementation of computers at Spence. Within a few years, the school shared a 55-terminal network with seven other schools in New York City.

When Heuston learned of Moore's Law—that the potential power of a one-inch square silicon chip would increase exponentially for several decades—he became intrigued with the computer's potential as an education delivery system and began to investigate the work of computer developers around the country.

As a teacher, Heuston recognized that he could not generate enough work to teach each student precisely. He also envisioned a machine that would individualize instruction for students, identifying their weaknesses and tailoring instruction to meet their needs. Heuston recognized that the computer could fulfill his vision. High-quality software and inexpensive, powerful hardware, which he knew would come in the 80s and 90s, could deliver the finest education to every student. In time, Heuston realized that it was his role to create this software, along with the system needed to support it.

In 1976, Heuston founded the World Institute of Computer-Assisted Teaching (WICAT) Inc. and pioneered the field of interactive computer-assisted learning technology. In 1980 he left WICAT and founded the Waterford institute. With the founding of WICAT and later with Waterford, Heuston has been a visionary in computer-assisted education.

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Pioneered interactive training using computers and videodisks.

Used a grant from the National Science Foundation to produce the world's first educational videodisk, The Development of Living Things.

Received contracts from the U.S. Army, the US Navy, and various industrial clients.

Split from WICAT Systems, Inc. and began developing the Waterford School model.

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Implemented the Waterford school model in several New York City public schools as part of the New York City Public Schools Integrated Systems Project.

Discovered two important facts:

  • Intervention is needed earlier than previously thought
  • Intervention software was nonexistent


Commenced development of the Waterford Early Reading Program™.

Introduced Mental Math Games Classroom Edition, a software package that increased students' speed and accuracy in recalling basic addition, subtraction, multiplication, and division facts.

Received Technology and Learning's 1992 Award of Excellence for Mental Math Games.

Received Software Publishers Association's 1994 Best Elementary Education Program Award for Mental Math Games.

Launched Waterford Early Reading Program Level One (emergent reading).

Initiated development of Waterford Early Math and Science™.

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Signed on with Addison Wesley Longman.

Pearson Education, Inc., the global leader in integrated education publishing, acquired Addison Wesley Longman and formed a new division, Electronic Education (now Pearson), to sell and support Waterford programs.

Released Waterford Early Reading Program Level Two (beginning reading).

Released Waterford Early Reading Program Level Three (fluent reading).

Established the Waterford Family Literacy Program, a multi-site community project focused on empowering families with fundamental literacy skills.

Released Waterford Early Math and Science Level One.

Released Waterford Early Math and Science Level Two and Level Three.

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