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Survey results 2014 by technologies for Other and The Worldwide. N=60 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 printing8.3320.0060.0020.00-60.00--40.00-
Augmented Reality for Learning8.33-80.0020.0020.0060.00---20.00
Cloud computing6.6775.0025.00-25.00---25.0050.00
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries10.0050.0050.00-33.3316.6733.33--16.67
E-learning Platforms and Architectures16.6750.0040.0010.0010.0030.0010.0020.0020.0010.00
Games & Virtual Worlds to foster student's engagement and motivation1.67-100.00---100.00---
Gesture-based computing----------
Intelligent tutoring system3.33-100.00-50.0050.00----
Interactive video lectures and video conferencing8.3380.00-20.0040.0020.0020.00--20.00
Learning analytics and semantic web1.67-100.00----100.00--
Learning Objects reusability and digital repositories5.00-100.00-33.33-33.33--33.33
Massive Open Online Courses3.33100.00------50.0050.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)3.33100.00--50.00----50.00
Open Source, Open Standards, and Federated Systems1.67--100.00----100.00-
P2P online assessment3.3350.00-50.00-50.00---50.00
Remote labs1.67-100.00---100.00---
Simulators5.00-33.3366.67-33.3333.33--33.33
Virtual labs5.00-100.00--33.33--66.67-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)6.6725.0075.00-25.0075.00----
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