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Survey results 2011 by technologies for Other and Asia and Oceania. N=18 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 Learning11.11-50.0050.0050.0050.00----
Cloud computing----------
Digital whiteboards5.56--100.00100.00-----
E-books and digital libraries5.56--100.00-100.00----
E-learning Platforms and Architectures11.1150.0050.00--50.00---50.00
Games & Virtual Worlds to foster student's engagement and motivation16.67--100.0033.3333.3333.33---
Interactive video lectures and video conferencing----------
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)16.6766.67-33.3333.3333.33-33.33--
Open Source, Open Standards, and Federated Systems----------
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs27.7820.0040.0040.00-60.00-20.0020.00-
Standardization, Reusability and Interoperability Issues5.56-100.00----100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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