Survey results 2020 by technologies for Technology and Engineering Education and Africa. N=6 votes
Exploring the data by disciplines
Technologies | Votes(%) | Time to adoption(%) | Challenges(%) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 year or less | 2-3 Years | 4-5 Years | Better understanding of new ways of interacting with students | Creativity in designing learning experiences | Development of better technology infrastructures | Improving Digital Literacy | Maturity of the technology | More funds to further development and implantation | New pedagogical methodologies that apply to the technology | Rethinking the role of educators | ||
Adaptive and personalized learning | 16.67 | - | 100.00 | - | - | - | - | - | - | - | - | 100.00 |
Chatbots and Virtual assistants | - | - | - | - | - | - | - | - | - | - | - | - |
Cloud computing | - | - | - | - | - | - | - | - | - | - | - | - |
Digital accreditations (badges, free and paid digital diplomas) | - | - | - | - | - | - | - | - | - | - | - | - |
Digital fabrication and makerspaces | - | - | - | - | - | - | - | - | - | - | - | - |
Digital Twins | - | - | - | - | - | - | - | - | - | - | - | - |
Games & Serious games to foster student's engagement and motivation | - | - | - | - | - | - | - | - | - | - | - | - |
Intelligent tutoring system | - | - | - | - | - | - | - | - | - | - | - | - |
Internet of Things use in the classroom/laboratory | - | - | - | - | - | - | - | - | - | - | - | - |
Learning analytics | - | - | - | - | - | - | - | - | - | - | - | - |
Massive Open Online Courses (MOOCs) | - | - | - | - | - | - | - | - | - | - | - | - |
Mobile apps | 16.67 | - | 100.00 | - | - | - | - | 100.00 | - | - | - | - |
Open Educational Resources and Practices | - | - | - | - | - | - | - | - | - | - | - | - |
Peer online assessment | - | - | - | - | - | - | - | - | - | - | - | - |
Remote and Hybrid Lecture Tools (Videoconferencing, cloud-based whiteboards, etc.) | - | - | - | - | - | - | - | - | - | - | - | - |
Remote labs (hardware manipulation through a web) | 16.67 | - | 100.00 | - | - | 100.00 | - | - | - | - | - | - |
Robotics in the classroom to enhance student motivation | - | - | - | - | - | - | - | - | - | - | - | - |
Virtual labs (web-based simulation software) | - | - | - | - | - | - | - | - | - | - | - | - |
XR and immersive environments | 16.67 | - | 100.00 | - | 100.00 | - | - | - | - | - | - | - |
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