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Survey results 2012 by technologies for Mechanical Engineering and The Worldwide. N=78 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 Learning6.4120.0040.0040.0040.0040.00-20.00--
Cloud computing5.1325.0050.0025.00-25.00-25.0025.0025.00
E-books and digital libraries5.13100.00--25.0025.00--50.00-
E-learning Platforms and Architectures11.5455.5633.3311.1155.56--11.11-33.33
Games & Virtual Worlds to foster student's engagement and motivation5.1325.0050.0025.00-50.00---50.00
Gesture-based computing----------
Interactive video lectures and video conferencing17.9528.5757.1414.2950.007.1435.71-7.14-
Learning analytics and semantic web1.28-100.00-----100.00-
Learning Objects reusability and digital repositories3.85-100.00-33.3333.33--33.33-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)2.56-100.00-50.00----50.00
Open Source, Open Standards, and Federated Systems3.8566.67-33.3333.3333.33--33.33-
Remote labs7.69-33.3366.67-33.3316.6716.6716.6716.67
Simulators14.1072.739.0918.1827.2727.279.0918.189.099.09
Virtual labs14.1018.1854.5527.279.0918.1836.3618.1818.18-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)1.28100.00---100.00----
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)