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Survey results 2020 by technologies for all disciplines and Asia and Oceania. N=69 votes

Exploring the data by disciplines

Technologies Votes(%) Time to adoption(%) Challenges(%)
1 year or less2-3 Years4-5 Years Better understanding of new ways of interacting with studentsCreativity in designing learning experiencesDevelopment of better technology infrastructuresImproving Digital LiteracyMaturity of the technologyMore funds to further development and implantationNew pedagogical methodologies that apply to the technologyRethinking the role of educators
Adaptive and personalized learning17.3916.6750.0033.338.3316.678.33-8.33-25.0033.33
Chatbots and Virtual assistants------------
Cloud computing2.90--100.0050.00------50.00
Digital accreditations (badges, free and paid digital diplomas)------------
Digital fabrication and makerspaces------------
Digital Twins4.35--100.00-33.33--66.67---
Games & Serious games to foster student's engagement and motivation1.45100.00--------100.00-
Intelligent tutoring system10.1414.2957.1428.5728.5714.29-14.29-28.5714.29-
Internet of Things use in the classroom/laboratory7.25-40.0060.00--20.0020.00--40.0020.00
Learning analytics 13.0422.2255.5622.2222.22-11.1111.11--55.56-
Massive Open Online Courses (MOOCs)2.9050.0050.00--50.00-----50.00
Mobile apps1.45--100.00100.00-------
Open Educational Resources and Practices7.2520.0040.0040.0020.0020.00--40.00--20.00
Peer online assessment------------
Remote and Hybrid Lecture Tools (Videoconferencing, cloud-based whiteboards, etc.)4.3566.67-33.33--33.33-33.33-33.33-
Remote labs (hardware manipulation through a web)4.3533.3333.3333.33-33.3333.33--33.33--
Robotics in the classroom to enhance student motivation1.45100.00-------100.00--
Virtual labs (web-based simulation software) 2.90-100.00------50.0050.00-
XR and immersive environments4.3533.33-66.67-33.33--66.67---
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