Technologies for the future of learning: state of the art
International Journal on Interactive Design and Manufacturing, ISSN: 1955-2505, Vol: 14, Issue: 2, Page: 683-695
2020
- 94Citations
- 551Captures
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Article Description
Students need to acquire competencies that allow them to learn by themselves and be equipped to face an uncertain and changing world. Technology can be useful to help learners deal with the current and future needs of society. In this review of state of the art, we report on technologies that are transforming engineering education, specifically, Virtual and Augmented Reality, 3D Printing, Drones, the Internet of Things, Robots, Artificial Intelligence, Holograms, Wearable Devices, Virtual Laboratories, and Blockchain. We present their descriptions, examples of currently available tools, case studies, benefits, challenges, time to adoption, results, future development, and suggestions for their implementation in education. Attention is directed to the use of these technologies for assisting students in their acquisition of technical knowledge and development of competencies in Engineering and Science education. The advantages of these technologies are numerous. The common denominator underlying all of them is education that is exciting and flexible, letting students acquire knowledge and practice their skills at convenient times. The competencies fostered by these technological advances are the essential ones demanded in the workforces of the future, and they include spatial visualization, innovative thinking, problem-solving, creativity, and analytical and critical thinking. Therefore, the objective of this review is to provide a guide to educators and interested parties about the advantages and disadvantages of using these technologies in the teaching/learning process.
Bibliographic Details
Springer Science and Business Media LLC
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