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Survey results 2011 by technologies for Industrial and The Worldwide. N=102 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 Learning8.8233.3322.2244.4433.3322.22-11.1122.2211.11
Cloud computing2.9433.3333.3333.33-33.33---66.67
Digital whiteboards3.9225.0075.00--25.0025.00-25.0025.00
E-books and digital libraries12.7530.7761.547.697.697.6915.3830.7723.0815.38
E-learning Platforms and Architectures12.7523.0838.4638.4638.467.6915.3823.087.697.69
Games & Virtual Worlds to foster student's engagement and motivation5.88-66.6733.3350.0033.33-16.67--
Interactive video lectures and video conferencing15.6918.7550.0031.2512.5012.5018.7518.7525.0012.50
Learning Objects reusability and digital repositories5.88-66.6733.3316.6716.67-16.6750.00-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)6.86-85.7114.2914.29--14.2928.5742.86
Open Source, Open Standards, and Federated Systems0.98100.00---100.00----
Semantic Web and Ontologies for Learning Systems1.96-100.00----50.00-50.00
Simulators, and Virtual and Remote Labs14.71-26.6773.3313.336.6713.336.6740.0020.00
Standardization, Reusability and Interoperability Issues2.94--100.0033.3333.33-33.33--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)3.9250.00-50.0025.0075.00----
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