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Survey results 2020 by technologies for all disciplines and Europe. N=105 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 learning9.5210.0040.0050.0020.0020.00-10.0010.00-30.0010.00
Chatbots and Virtual assistants0.95--100.00---100.00----
Cloud computing1.9050.00-50.00-----50.0050.00-
Digital accreditations (badges, free and paid digital diplomas)0.95-100.00-----100.00---
Digital fabrication and makerspaces1.90100.00----50.00-50.00---
Digital Twins2.86--100.00-----33.33-66.67
Games & Serious games to foster student's engagement and motivation0.95--100.00----100.00---
Intelligent tutoring system4.7620.0020.0060.00-20.00--60.00--20.00
Internet of Things use in the classroom/laboratory1.9050.00-50.00----50.0050.00--
Learning analytics 14.2913.3346.6740.00-13.3320.00-46.67-13.336.67
Massive Open Online Courses (MOOCs)1.9050.0050.00-------50.0050.00
Mobile apps0.95--100.00-------100.00
Open Educational Resources and Practices11.4341.6741.6716.678.338.33--8.3341.678.3325.00
Peer online assessment3.8125.0050.0025.0025.00-25.00---25.0025.00
Remote and Hybrid Lecture Tools (Videoconferencing, cloud-based whiteboards, etc.)6.6771.4314.2914.2914.2914.29--14.29--57.14
Remote labs (hardware manipulation through a web)2.86-33.3366.67--33.33-66.67---
Robotics in the classroom to enhance student motivation1.9050.00-50.00----50.0050.00--
Virtual labs (web-based simulation software) 3.81-50.0050.00-25.0025.00-25.00-25.00-
XR and immersive environments3.81-25.0075.00-75.0025.00-----
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