•  

Back

Survey results 2011 by technologies for Industrial and North America. N=84 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 Learning9.5225.0025.0050.0025.0025.00-12.5025.0012.50
Cloud computing2.3850.0050.00--50.00---50.00
Digital whiteboards3.5733.3366.67--33.3333.33-33.33-
E-books and digital libraries13.1018.1872.739.099.099.099.0936.3618.1818.18
E-learning Platforms and Architectures10.7122.2233.3344.4433.3311.1111.1133.3311.11-
Games & Virtual Worlds to foster student's engagement and motivation5.95-80.0020.0060.0020.00-20.00--
Interactive video lectures and video conferencing16.6714.2950.0035.717.1414.2921.4314.2928.5714.29
Learning Objects reusability and digital repositories5.95-60.0040.0020.0020.00--60.00-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)5.95-80.0020.00---20.0040.0040.00
Open Source, Open Standards, and Federated Systems----------
Semantic Web and Ontologies for Learning Systems2.38-100.00----50.00-50.00
Simulators, and Virtual and Remote Labs16.67-28.5771.4314.297.147.147.1442.8621.43
Standardization, Reusability and Interoperability Issues2.38--100.0050.00--50.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.7650.00-50.0025.0075.00----
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)