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Survey results 2012 by technologies for Industrial and The Worldwide. N=36 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 Learning2.78-100.00------100.00
Cloud computing11.1175.0025.00-25.0025.0025.0025.00--
E-books and digital libraries13.8940.0040.0020.0020.00-20.0040.0020.00-
E-learning Platforms and Architectures16.6733.3350.0016.6766.67-16.6716.67--
Games & Virtual Worlds to foster student's engagement and motivation11.1125.0025.0050.00-50.0025.00--25.00
Gesture-based computing----------
Interactive video lectures and video conferencing8.3366.6733.33--33.3333.33-33.33-
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)8.33-100.00-33.33--33.33-33.33
Open Source, Open Standards, and Federated Systems2.78-100.00----100.00--
Remote labs11.11-25.0075.00--75.00-25.00-
Simulators8.3366.6733.33-66.67----33.33
Virtual labs2.78--100.00---100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)2.78-100.00-100.00-----
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)