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Survey results 2012 by technologies for Other and Asia and Oceania. N=3 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 Learning----------
Cloud computing----------
E-books and digital libraries33.33--100.00-----100.00
E-learning Platforms and Architectures33.33-100.00------100.00
Games & Virtual Worlds to foster student's engagement and motivation----------
Gesture-based computing----------
Interactive video lectures and video conferencing----------
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)33.33100.00-------100.00
Open Source, Open Standards, and Federated Systems----------
Remote labs----------
Simulators----------
Virtual labs----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)