•  

Back

Survey results 2012 by technologies for Other and The Worldwide. N=66 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 Learning1.52--100.00-----100.00
Cloud computing6.0675.0025.00--75.00---25.00
E-books and digital libraries22.7326.6746.6726.6713.3313.3333.3313.3320.006.67
E-learning Platforms and Architectures13.6477.7822.22--44.44-11.1122.2222.22
Games & Virtual Worlds to foster student's engagement and motivation3.03--100.0050.0050.00----
Gesture-based computing----------
Interactive video lectures and video conferencing10.6157.1442.86-14.29-57.14-28.57-
Learning analytics and semantic web3.0350.00-50.00-50.00-50.00--
Learning Objects reusability and digital repositories4.5533.3366.67-----33.3366.67
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)7.5880.0020.00--20.00-20.0040.0020.00
Open Source, Open Standards, and Federated Systems10.6114.2914.2971.43--14.2928.5728.5728.57
Remote labs----------
Simulators3.03-100.00---50.00-50.00-
Virtual labs4.5533.3366.67----33.3333.3333.33
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)9.0950.00-50.00-33.33-16.67-50.00
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)