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Survey results 2011 by technologies for Telecommunications and The Worldwide. N=246 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 Learning6.9123.5317.6558.8235.2923.535.8823.535.885.88
Cloud computing3.6611.1122.2266.6722.2222.22-33.3311.1111.11
Digital whiteboards0.81-50.0050.00--50.0050.00--
E-books and digital libraries8.1335.0055.0010.0020.0040.005.005.0020.0010.00
E-learning Platforms and Architectures11.3828.5746.4325.0032.1414.2925.007.1410.7110.71
Games & Virtual Worlds to foster student's engagement and motivation6.106.6746.6746.6720.0033.336.6713.336.6720.00
Interactive video lectures and video conferencing8.1335.0060.005.0035.0015.0020.0010.0015.005.00
Learning Objects reusability and digital repositories4.8833.3341.6725.0025.008.338.338.3341.678.33
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)14.6325.0050.0025.0011.1125.0019.4411.1111.1122.22
Open Source, Open Standards, and Federated Systems8.1325.0040.0035.0030.0015.0010.0020.0020.005.00
Semantic Web and Ontologies for Learning Systems1.63-25.0075.0025.00--50.0025.00-
Simulators, and Virtual and Remote Labs16.6741.4631.7126.83-29.2721.959.7634.154.88
Standardization, Reusability and Interoperability Issues1.6325.0050.0025.00-25.00-25.0025.0025.00
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)7.3250.0044.445.5644.4411.115.56--38.89
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