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Survey results 2011 by technologies for Biomedical Engineering and Asia and Oceania. N=9 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 infrastructuresMaturity of the technologyMore funds to further development and implantationNew pedagogical methodologies that apply to the technology
Augmented Reality for Learning11.11100.00--100.00-----
Cloud computing11.11100.00----100.00---
Digital whiteboards----------
E-books and digital libraries11.11100.00----100.00---
E-learning Platforms and Architectures22.2250.0050.00-50.0050.00----
Games & Virtual Worlds to foster student's engagement and motivation11.11--100.00-100.00----
Interactive video lectures and video conferencing----------
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)22.2250.0050.00-50.00--50.00--
Open Source, Open Standards, and Federated Systems----------
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs11.11-100.00--100.00----
Standardization, Reusability and Interoperability Issues----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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