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Survey results 2013 by technologies for Robotics and The Worldwide. N=15 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 printing13.33-100.00---50.00-50.00-
Augmented Reality for Learning13.33--100.00-50.00---50.00
Cloud computing6.67-100.00---100.00---
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries----------
E-learning Platforms and Architectures13.33-50.0050.00-----100.00
Games & Virtual Worlds to foster student's engagement and motivation----------
Gesture-based computing----------
Interactive video lectures and video conferencing6.67100.00-------100.00
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories----------
Massive Open Online Courses20.0033.3366.67-33.3333.33--33.33-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)6.67-100.00-100.00-----
Open Source, Open Standards, and Federated Systems----------
P2P online assessment----------
Remote labs6.67100.00---100.00----
Simulators----------
Virtual labs13.3350.0050.00-100.00-----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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