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Survey results 2013 by technologies for Other and The Worldwide. N=33 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
3D printing----------
Augmented Reality for Learning3.03100.00-----100.00--
Cloud computing6.0650.00-50.00-100.00----
Digital accreditations (badges, free and paid digital diplomas)3.03-100.00-100.00-----
E-books and digital libraries3.03100.00--100.00-----
E-learning Platforms and Architectures18.1866.6733.33-50.0050.00----
Games & Virtual Worlds to foster student's engagement and motivation9.0933.3333.3333.3333.3333.33---33.33
Gesture-based computing----------
Interactive video lectures and video conferencing6.0650.00-50.00100.00-----
Learning analytics and semantic web6.06-50.0050.0050.00--50.00--
Learning Objects reusability and digital repositories6.06100.00------50.0050.00
Massive Open Online Courses----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)3.03-100.00------100.00
Open Source, Open Standards, and Federated Systems3.03100.00------100.00-
P2P online assessment3.03-100.00---100.00---
Remote labs9.09-66.6733.33----100.00-
Simulators6.06--100.00-100.00----
Virtual labs9.0933.33-66.67-33.3366.67---
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)6.06100.00----50.0050.00--
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