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Survey results 2014 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 printing13.33100.00---50.00-50.00--
Augmented Reality for Learning6.67--100.00----100.00-
Cloud computing----------
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries6.67100.00-----100.00--
E-learning Platforms and Architectures6.67-100.00---100.00---
Games & Virtual Worlds to foster student's engagement and motivation----------
Gesture-based computing6.67-100.00-100.00-----
Intelligent tutoring system6.67-100.00---100.00---
Interactive video lectures and video conferencing----------
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories----------
Massive Open Online Courses20.0066.6733.33-33.33----66.67
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)----------
Open Source, Open Standards, and Federated Systems6.67100.00---100.00----
P2P online assessment----------
Remote labs13.33100.00-----50.0050.00-
Simulators----------
Virtual labs6.67100.00---100.00----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)6.67100.00-------100.00
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