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Survey results 2011 by technologies for Telecommunications and Europe. N=141 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 Learning7.0920.0020.0060.0030.0020.00-30.0010.0010.00
Cloud computing2.84--100.00-25.00-25.0025.0025.00
Digital whiteboards1.42-50.0050.00--50.0050.00--
E-books and digital libraries9.2238.4653.857.697.6946.15-7.6923.0815.38
E-learning Platforms and Architectures12.0641.1847.0611.7635.2911.7629.41-5.8817.65
Games & Virtual Worlds to foster student's engagement and motivation8.51-41.6758.3316.6733.33-16.678.3325.00
Interactive video lectures and video conferencing7.0930.0060.0010.0040.0020.0010.00-20.0010.00
Learning Objects reusability and digital repositories2.8450.0050.00---25.0025.0050.00-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)13.4826.3247.3726.325.2631.5810.5315.7910.5326.32
Open Source, Open Standards, and Federated Systems6.3833.3322.2244.4422.2211.11-33.3333.33-
Semantic Web and Ontologies for Learning Systems2.84-25.0075.0025.00--50.0025.00-
Simulators, and Virtual and Remote Labs17.0245.8320.8333.33-33.3329.178.3329.17-
Standardization, Reusability and Interoperability Issues0.71-100.00----100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)8.5158.3333.338.3341.678.338.33--41.67
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