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Survey results 2013 by technologies for Telecommunications and Asia and Oceania. N=18 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 printing5.56--100.00---100.00--
Augmented Reality for Learning5.56-100.00--100.00----
Cloud computing11.11100.00---50.0050.00---
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries11.11-50.0050.00-50.00--50.00-
E-learning Platforms and Architectures11.1150.00-50.00-50.00---50.00
Games & Virtual Worlds to foster student's engagement and motivation5.56-100.00------100.00
Gesture-based computing5.56-100.00----100.00--
Interactive video lectures and video conferencing11.1150.00-50.0050.00---50.00-
Learning analytics and semantic web5.56-100.00-100.00-----
Learning Objects reusability and digital repositories----------
Massive Open Online Courses11.11--100.0050.00---50.00-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)5.56100.00---100.00----
Open Source, Open Standards, and Federated Systems----------
P2P online assessment----------
Remote labs5.56--100.00-100.00----
Simulators----------
Virtual labs5.56-100.00--100.00----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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