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In 1970, Dustin Heuston, Ph.D. was
the headmaster of the Spence School, a private K12 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 Lawthat the potential power of
a one-inch square silicon chip would increase exponentially for several
decadeshe 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.
1978 1980
1989 1990
1992 1994 1995
1996 1997 1998
1999 2000
2003

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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