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Survey results 2011 by technologies for Other and North America. N=129 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 Learning7.7540.0020.0040.0050.00--20.0020.0010.00
Cloud computing4.6533.3333.3333.3316.6733.33-16.67-33.33
Digital whiteboards1.55100.00--50.00---50.00-
E-books and digital libraries16.2847.6242.869.5219.059.524.7614.2933.3319.05
E-learning Platforms and Architectures10.0830.7738.4630.7715.3823.0830.7715.387.697.69
Games & Virtual Worlds to foster student's engagement and motivation7.7510.0020.0070.00-50.00--20.0030.00
Interactive video lectures and video conferencing10.0830.7746.1523.087.6915.387.6930.7723.0815.38
Learning Objects reusability and digital repositories4.6516.6750.0033.33-50.00-16.6716.6716.67
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)10.8514.2964.2921.43-7.1414.2921.4314.2942.86
Open Source, Open Standards, and Federated Systems3.8820.0060.0020.0020.0020.0020.00-20.0020.00
Semantic Web and Ontologies for Learning Systems0.78--100.00----100.00-
Simulators, and Virtual and Remote Labs11.6313.3333.3353.336.6726.6720.0020.0020.006.67
Standardization, Reusability and Interoperability Issues0.78--100.00---100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)9.3050.0041.678.3325.0033.33--25.0016.67
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