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Survey results 2011 by technologies for Robotics and The Worldwide. N=30 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 Learning6.67-50.0050.00--50.0050.00--
Cloud computing6.67100.00-----100.00--
Digital whiteboards6.67-100.00----100.00--
E-books and digital libraries3.33-100.00---100.00---
E-learning Platforms and Architectures10.00100.00-------100.00
Games & Virtual Worlds to foster student's engagement and motivation6.67--100.00-50.0050.00---
Interactive video lectures and video conferencing16.6760.0040.00-60.00-20.00-20.00-
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)13.3350.0050.00--25.00--50.0025.00
Open Source, Open Standards, and Federated Systems----------
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs23.3314.2971.4314.29-14.2942.8614.2914.2914.29
Standardization, Reusability and Interoperability Issues3.33-100.00----100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)3.33100.00-------100.00
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