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Survey results 2014 by technologies for Biomedical Engineering and The Worldwide. N=87 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
3D printing8.0528.5757.1414.29-57.14-14.2928.57-
Augmented Reality for Learning3.45-66.6733.3333.3333.33-33.33--
Cloud computing2.30-50.0050.00---50.0050.00-
Digital accreditations (badges, free and paid digital diplomas)1.15100.00----100.00---
E-books and digital libraries12.6454.5518.1827.2727.27---45.4527.27
E-learning Platforms and Architectures5.7540.0020.0040.0020.00-20.0020.00-40.00
Games & Virtual Worlds to foster student's engagement and motivation2.30--100.00-50.00-50.00--
Gesture-based computing1.15--100.00-100.00----
Intelligent tutoring system1.15-100.00--100.00----
Interactive video lectures and video conferencing4.60-75.0025.0025.0025.0025.0025.00--
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories2.30-50.0050.00-50.00--50.00-
Massive Open Online Courses6.9033.3350.0016.6750.0016.67-16.67-16.67
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)2.3050.00-50.00-50.0050.00---
Open Source, Open Standards, and Federated Systems13.7925.0033.3341.678.3316.6725.008.338.3333.33
P2P online assessment----------
Remote labs3.45-33.3366.67-33.3333.33-33.33-
Simulators17.2433.3346.6720.0020.0020.006.676.6713.3333.33
Virtual labs9.2012.5062.5025.0025.0025.00-25.0025.00-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)2.30100.00--50.00----50.00
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